{{#stat}} {{stat}} Roll {{/stat}} {{#title}} {{title}} {{/title}} {{#CharName}} ({{CharName}}) {{/CharName}}
{{#rollGreater() Roll 11}}
{{Roll}}
Hit: Advanced Success!
Treat as a regular success if you do not have the advanced improvement for this move.
{{/rollGreater() Roll 11}} {{#rollBetween() Roll 10 11}}
{{Roll}}
Hit: Success!
{{/rollBetween() Roll 10 11}} {{#rollBetween() Roll 7 9}}
{{Roll}}
Hit: Mixed Success.
{{/rollBetween() Roll 7 9}} {{#rollLess() Roll 7}}
{{Roll}}
Failure.
Make sure to mark experience!
{{/rollLess() Roll 7}}
({{CharName}})
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{{/extra}} {{#rollTotal() c1v 1}}
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{{/rollTotal() c12v 1}} {{#allprops() CharName movekey movetext extra coda codakey c1 c1v c2 c2v c3 c3v c4 c4v c5 c5v c6 c6v c7 c7v c8 c8v c9 c9v c10 c10v c11 c11v c12 c12v}}
{{/allprops() CharName movekey movetext extra coda codakey c1 c1v c2 c2v c3 c3v c4 c4v c5 c5v c6 c6v c7 c7v c8 c8v c9 c9v c10 c10v c11 c11v c12 c12v}} {{#codakey}}
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Name
Pronouns
Playbook
Team Playbook


Look




Hunter Moves Reference
Act Under Pressure
When you act under pressure, roll +Cool. On a 10+ you do what you set out to. On a 7-9 the Keeper is going to give you a worse outcome, hard choice, or price to pay.
Advanced Act Under Pressure (Enabled)
Advanced: On a 12+ you may choose to either do what you wanted and something extra, or to do what you wanted to absolute perfection.
(Enabled)
(Enabled)
Help Out
When you help another hunter, roll +Cool. On a 10+ your help grants them +1 to their roll. On a 7-9 your help grants them +1 to their roll, but you also expose yourself to trouble or danger.
Advanced Help Out (Enabled)
Advanced: On a 12+ your help lets them act as if they just rolled a 12, regardless of what they actually got.
Investigate a Mystery
When you investigate a mystery, roll +Sharp. On a 10+ hold 2, and on a 7-9 hold 1.
Current Hold:
One hold can be spent to ask the Keeper one of the following questions:
  • What happened here?
  • What sort of creature is it?
  • What can it do?
  • What can hurt it?
  • Where did it go?
  • What was it going to do?
  • What is being concealed here?
Advanced Investigate a Mystery (Enabled)
Advanced: On a 12+, you may ask the Keeper any question you want about the mystery, not just the listed ones.
Investigating Phenomena
Hunters dealing with phenomena may ask the following as part of the standard investigate a mystery list of questions:
  • How is this phenomenon doing this?
  • What could fix it, cure it, or slow it down?
  • How far does the effect reach?
  • What will be affected next?
Investigate a Mystery (Flexible Alternative)
(This is from Tome of Mysteries, page 29. See that book for a more full discussion.)
When you investigate a mystery with your particular techniques and skills, roll +Sharp:
  • On a 10 or higher, ask the Keeper two general questions or one specific question. Based on how you are investigating, they will tell you honestly and with good detail what you discover.
  • On a 7 to 9, ask the Keeper one general question. Based on how you are investigating, they will tell you honestly and with reasonable detail what you discover.
  • On a miss, ask the Keeper one general question. They may answer it as they wish. Regardless of the question and answer, something bad happens.
Moves That Grant Different Questions: Many hunters have moves that grant special questions to ask instead of the usual list. To ensure these moves are still valuable, they now grant one of those special questions in addition to the questions granted by your investigate a mystery move result.
Advanced Investigate a Mystery (Enabled)
Advanced: On a 12 or higher, as 10 or higher but you may ask one additional question—specific or general, your choice.
(Enabled)
Kick Some Ass
When you get into a fight and kick some ass, roll +Tough. On a 7+, you and whatever you're fighting inflict harm on each other. The amount of harm is based on the established dangers in the game. That usually means you inflict the harm rating of your weapon and your enemy inflicts their attack's harm rating on you. On a 10+, choose one extra effect:
  • You gain the advantage: take +1 forward, or give +1 forward to another hunter.
  • You inflict terrible harm (+1 harm).
  • You suffer less harm (-1 harm).
  • You force them where you want them.
Advanced Kick Some Ass (Enabled)
Advanced: On a 12+ instead pick an enhanced effect:
  • You completely hold the advantage. All hunters involved in the fight get +1 forward.
  • You suffer no harm at all.
  • Your attack inflicts double the normal harm.
  • Your attack drives the enemy away in a rout.
Manipulate Someone
Once you have given them a reason, tell them what you want them to do and roll +Charm.
For a Normal Person...
  • On a 10+, then they'll do it for the reason you gave them. If you asked too much, they'll tell you the minimum it would take for them to do it (or if there's no way they'd do it).
  • On a 7-9, they'll do it, but only if you do something for them right now to show that you mean it. If you asked too much, they'll tell you what, if anything, it would take for them to do it.
Advanced Manipulate Someone (Enabled)
Advanced: On a 12+ not only do they do what you want right now, they also become your ally for the rest of the mystery (or, if you do enough for them, permanently).
For Another Hunter...
  • On a 10+, if they do what you ask they mark experience and get +1 forward.
  • On a 7-9, they mark experience if they do what you ask.
  • On a miss, it's up to that hunter to decide how badly you offend or annoy them. They mark experience if they decide not to do what you asked. Monsters and minions cannot normally be manipulated.
Advanced Manipulate Someone (Enabled)
Advanced: On a 12+ they must act under pressure to resist your request. If they do what you ask, they mark one experience and take +1 ongoing while doing what you asked.
(Enabled)
Protect Someone
When you prevent harm to another character, roll +Tough. On a 7+, you protect them okay, but you'll suffer some or all of the harm they were going to get. On a 10+ choose an extra:
  • You suffer little harm (-1 harm).
  • All impending danger is now focused on you.
  • You inflict harm on the enemy.
  • You hold the enemy back.
Advanced Protect Someone (Enabled)
Advanced: on a 12+ both you and the character you are protecting are unharmed and out of danger. If you were protecting a bystander, they also become your ally.
(Enabled)
Read a Bad Situation
When you look around and read a bad situation, roll +Sharp. On a 10+ hold 3, and on a 7-9, hold 1.
Current Hold:
One hold can be spent to ask the Keeper one of the following questions:
  • What's my best way in?
  • What's my best way out?
  • Are there any dangers we haven't noticed?
  • What's the biggest threat?
  • What's most vulnerable to me?
  • What's the best way to protect the victims?
If you act on the answers, you get +1 ongoing while the information is relevant.
Advanced Read a Bad Situation (Enabled)
Advanced: On a 12+ you may ask the Keeper any question you want about the situation, not just the listed ones.
Use Magic
When you use magic, say what you're trying to achieve and how you do the spell, then roll +Weird. On a 10+, the magic works without issues: choose your effect. On a 7-9, it works imperfectly: choose your effect and a glitch. The Keeper will decide what effect the glitch has.
Advanced Use Magic (Enabled)
Advanced: On a 12+ the Keeper will offer you some added benefit.
Effects
  • Inflict harm (1-harm ignore-armour magic obvious).
  • Enchant a weapon. It gets +1 harm and +magic.
  • Do one thing that is beyond human limitations.
  • Bar a place or portal to a specific person or a type of creature.
  • Trap a specific person, minion, or monster.
  • Banish a spirit or curse from the person, object, or place it inhabits.
  • Summon a monster into the world.
  • Communicate with something that you do not share a language with.
  • Observe another place or time.
  • Heal 1-harm from an injury, or cure a disease, or neutralize a poison.
Effects
Glitches
  • The effect is weakened.
  • The effect is of short duration.
  • You take 1-harm ignore-armour.
  • The magic draws immediate, unwelcome attention.
  • It has a problematic side effect.
The Keeper May Say That...
  • The spell requires weird materials.
  • The spell will take 10 seconds, 30 seconds, or 1 minute to cast.
  • The spell requires ritual chanting and gestures.
  • The spell requires you to draw arcane symbols.
  • You need one or two people to help cast the spell.
  • You need to refer to a tome of magic for the details.
The Keeper May Say That...
Big Magic
Use this when you want more than the Use Magic effects. Tell the Keeper what you want to do. The Keeper may require:
  • You need to spend a lot of time (days or weeks) researching the magic ritual.
  • You need to experiment with the spell – there will be lots of failures before you get it right.
  • You need some rare and weird ingredients and supplies.
  • The spell will take a long time (hours or days) to cast.
  • You need a lot of people (2, 3, 7, 13, or more) to help.
  • The spell needs to be cast at a particular place and/or time.
  • You need to use magic as part of the ritual, perhaps to summon a monster, communicate with something, or bar the portal you opened.
  • It will have a specific side-effect or danger.
If you meet the requirements, then the magic takes effect.
Alternative Weird Moves
Empath
  • When you open up your brain to feel the emotions of something right there in front of you, roll +Weird:
  • On a 10 or more, you gain a clear impression of their current emotional state and intentions. Take +1 forward when acting on this knowledge.
  • On a 7-9, you gain a hazy impression of their current emotional state and intentions.
  • On a miss, your brain is overwhelmed with emotion.
You can use empath on anything with emotions, but the less human they are, the less it's safe for you. If the emotions are especially strong or alien, you might need to act under pressure.
Advanced Empath (Enabled)
Advanced: When you advance your empath move, add this:
  • On a 12 or more, you get an impression (as for 10 or more), and you may ask one follow-up question that the Keeper will answer honestly.
Illuminated
When you telepathically ask the Secret Masters for aid, roll +Weird:
  • On a 10 or more, the Secret Masters reveal a key fact, clue, or technique that will help you.
  • On a 7-9, the Secret Masters need you to complete a task for them. Once it is done, they reveal a key fact, clue, or technique that will help you.
  • On a miss, the Secret Masters' reply is terrible, garbled, or somehow dangerously wrong.
Advanced Illuminated (Enabled)
Advanced: When you advance your illuminated move, add this:
  • On a 12 or more, the Secret Masters reveal a key fact, clue, or technique that will help you. You may ask one follow-up question that the Keeper will answer honestly.
No Limits
When you push your physical body past its limits, roll +Weird:
  • On a 10 or more, your body obeys your will, to the limits of physical possibility (see below), for a moment.
  • On a 7-9, you do it but choose one consequence: suffer 1-harm, take –1 forward, or you need to rest right now.
  • On a miss, something goes horribly wrong.
Advanced No Limits (Enabled)
Advanced: If you advance your no limits move, add this:
  • On a 12 or more, you can continue acting at your body's limits for 30 seconds
Past Lives
When you channel your previous incarnations to discover something, pose your question and roll +Weird:
  • On a 10 or more, a past life has something useful to offer. Ask the Keeper two of the questions below.
  • On a 7-9, a past life has a little experience with this. Ask the Keeper one of the questions below.
  • On a miss, a past life takes over for a while.
Advanced Past Lives (Enabled)
Advanced Past Lives. If you advance your past lives move, add this:
  • On a 12 or more, a past life knows exactly what you were after. Ask the Keeper one of the questions below, and one free-form question. Gain +1 ongoing while acting on the answers.
Past Lives Questions
  • What did a past life discover about [topic] ?
  • How did a past life deal with [topic]?
  • What important hidden secret can a past life show me the way to?
  • What did a past life learn too late to help them?
  • What does a past life advise me to do now?
Sensitive
When you open up your brain to the psychic environment, roll +Weird:
  • On a 10 or more, you gain a definite impression (a vision, tangible aura, overheard thought, etc) about something important.
  • On a 7-9, you gain a hazy impression about something important.
  • On a miss, your brain makes contact with something dangerous.
Advanced Sensitive (Enabled)
Advanced: When you advance your sensitive move, add this:
  • On a 12 or more, you get an impression as for 10 or more, plus you may ask one follow-up question that the Keeper will answer honestly.
Trust Your Gut
When you consult your instincts about what to do next, roll +Weird:
  • On a 10 or more, the Keeper will tell where you should go. Wherever that is, it will be important. You get +1 ongoing on the way to this place.
  • On a 7-9, the Keeper will tell you a general direction to go. Take +1 forward as you explore that.
  • On a miss, your instincts lead you into danger.
Advanced Trust Your Gut (Enabled)
Advanced: If you advance your trust your gut move, add this:
  • On a 12 or more, in addition to the usual 10+ result, the Keeper will tell you about one important thing you should investigate further.
Telekinesis
When you fling something with your mind, roll +Weird:
  • On a 10 or more, you move it. Choose two options and mark 1-harm.
  • On a 7-9, you move it but it hurts. Choose one option and mark 2-harm.
  • On a miss, something goes horribly wrong.
By default you can move something smaller than a person. You don't have much control, and you can't move it strongly enough to hurt anything.
Telekinesis Options
Anything not picked is not true:
  • Something is held fast.
  • Something is hurt (2-harm smash).
  • Something catches fire.
  • You can fling something bigger than a person.
  • You keep it basically under your control.
  • You suffer 1 less harm.
Advanced Telekinesis (Enabled)
Advanced: When you advance your telekinesis move, add this:
  • On a 12 or more, choose three options. You may also choose from these advanced options:
    • Something explodes (3-harm close fire area messy)
    • Something implodes (3-harm close crush)
    • Lots of stuff is flying under your control.
    • You have perfect and precise control over exactly what happens.
Weird Science
When you create or adapt a device to analyse or deal with strangeness, say what it will do and roll +Weird:
  • On a 10 or more, you pick two requirements.
  • On a 7-9, you pick one requirement and the Keeper picks a second one.
  • On a miss, something goes horribly wrong. You are still able to create your device, but the Keeper picks three requirements.
Weird Science Requirements
  • It needs a rare and/or weird material.
  • It won't be very reliable.
  • It requires huge amounts of power or fuel.
  • It will take a long time to get it working.
  • It won't work exactly as you intended.
  • You'll need help (beyond the hunters on your team) to finish it.
Advanced Weird Science (Enabled)
Advanced: When you advance your weird science move, add this:
  • On a 12 or more, you gain +1 ongoing when operating the device.
Other Topics
Hunter Agenda
  • Act like you're the hero in this story (because you are).
  • Make your own destiny.
  • Find the damn monsters and stop them.
  • Play your hunter like they're a real person.
Harm
Whenever you suffer harm, the Keeper will tell you what effect it has. Injury severity depends on how much harm you have suffered:
  • 0-harm wounds have only minor, short term effects.
  • 4-7 harm wounds are serious and unstable. They will get worse unless treated. Mark the "Unstable" box.
  • 8-harm or more will kill a normal human, including a hunter.
Armour reduces the harm suffered by the number of points it is rated for. Monsters may not be defeated until you use their weakness against them, and this applies to some minions as well.
Recovery
  • 0 harm wounds are considered healed right away.
  • 1-3 harm wounds improve when you receive first aid, and later when you rest. Heal 1 when you do.
  • Unstable wounds require first aid to become stable. While unstable, they may get worse.
  • 4+ harm wounds require a healing move, time in an infirmary or hospital, or magical healing.
At the end of the mystery, you also have a chance to heal.
  • If there is no chance to rest, heal 1 harm.
  • If there is plenty of time, heal all harm.
Luck
When you spend a point of Luck, pick one:
  • Decrease a wound you have suffered to 0 harm.
  • After you roll, retroactively change the result to a 12.
When you have no luck left, bad things will happen to you.
Leveling Up
Mark an experience point whenever your roll totals six or less, or when a move tells you to. Whenever you mark the fifth experience box, level up. Erase all five marks and choose an improvement from your list. After you have levelled up five times, you may choose from the advanced improvement list as well.
End of Session
At the end of each session, the Keeper will ask the following questions:
  • Did we conclude the current mystery?
  • Did we save someone from certain death (or worse)?
  • Did we learn something new and important about the world?
  • Did we learn something new and important about one of the hunters?
If you get one or two "Yes" answers, mark one experience. If you get three or four, mark two.
Keeper's Reference
Keeper Agenda
  • Make the world seem real
  • Play to see what happens
  • Make hunters' lives dangerous & scary
Principles
  • Put horror in everyday situations
  • Address the hunters, not the players
  • Use the Keeper moves, without names
  • Be a fan of the hunters
  • Build a coherent mythology in play
  • Nothing is safe
  • Name everyone they meet, make them seem like normal folks
  • Ask questions and build on the answers
  • Sometimes give them exactly what they earned, rather than all they wanted
  • What's happening off-screen?
  • Don't always decide what happens
  • Everything is a threat
Always Say...
  • What the principles demand
  • What the rules demand
  • What your preparation demands
  • What honesty demands
Basic Keeper Moves
  • Separate them
  • Reveal future badness
  • Reveal off-screen badness
  • Inflict harm, as established
  • Make them investigate
  • Make them acquire stuff
  • Tell the possible consequences and ask if they want to go ahead
  • Turn their move back on them
  • Offer an opportunity, & maybe a cost
  • Take away some of the hunters' stuff
  • Put someone in trouble
  • Make a threat move, from one of your mystery or arc threats
  • After every move, ask what they do next
Harm Moves
Every time anyone gets hurt, use one. 0-harm or more:
  • Momentarily inhibited
  • Drop something
  • Take -1 forward
1-harm or more:
  • Fall down
  • Take -1 ongoing
  • Pass out
  • Intense pain
Unstable wounds:
  • +1 harm
  • 8-harm or more:
  • Dying or dead.
Monster Moves
  • Hint at its presence
  • Display its full might
  • Appear suddenly
  • Attack with great force and fury
  • Seize someone or something
  • Attack with stealth and calculation
  • Order underlings to do terrible acts
  • Destroy something
  • Escape, no matter how well contained
  • Give chase
  • Return to home ground
  • Boast and gloat, maybe revealing a secret
  • Return from seeming destruction
  • Use an unnatural power
Minion Moves
  • A burst of sudden, uncontrolled violence
  • Make a coordinated attack
  • Capture someone, or steal something
  • Reveal a secret
  • Deliver someone or something to the master
  • Give chase
  • Make a threat or demand for the master
  • Run away
  • Use an unnatural power
  • Display a hint of conscience or humanity
  • Disobey the master, in some petty way
Bystander Moves
  • Go off alone
  • Argue with the hunters
  • Get in the way
  • Reveal something
  • Confess their fears
  • Freak out in terror
  • Try to help the hunters
  • Try to protect people
  • Display inability or incompetence
  • Seek help or comfort
Location Moves
  • Present a hazard
  • Reveal something
  • Hide something
  • Close a way
  • Open a way
  • Reshape itself
  • Trap someone
  • Offer a guide
  • Present a guardian
  • Something doesn't work properly
  • Create a particular feeling
Phenomenon Moves
  • Hint at its effects.
  • Show its effects directly and undeniably.
  • Break the world’s laws.
  • Increase or decrease in size or intensity.
  • Create some new weirdness.
  • Harm or destroy someone or something.
  • React unexpectedly.
  • Escape from containment.
  • Hold something in place.
  • Grant an unnatural ability.
  • Hinder movement.
  • Subvert a bystander’s motivation.
Hunter Basic Moves
  • Act Under Pressure (Cool)
  • Help Out (Cool)
  • Investigate A Mystery (Sharp)
  • Kick Some Ass (Tough)
  • Manipulate Someone (Charm)
  • Protect Someone (Tough)
  • Read A Bad Situation (Sharp)
  • Use Magic (Weird)
End of Session Experience
  • 1-2 “yes”: 1 mark; 3-4 “yes”: 2 marks
  • Did they conclude the current mystery?
  • Did they save someone from certain death (or worse)?
  • Did we learn something new and important about the world?
  • Did we learn something new and important about one of the hunters?
Mystery Creation
1. Basic Concept
  • A cool monster from urban legend or folklore.
  • A loose end from a previous mystery.
  • A problem from one of your arcs.
  • Take a plot from somewhere else and change some details.
  • A place you know that would make a good place for a monster to lurk.
  • Is there something the hunters want to check out?
  • Return of a monster, bystander, or location from a previous mystery.
2. Hook
  • The clue that caught the hunters' attention.
3. Threats
  • Create your monsters, minions, bystanders and locations.
4. Countdown
What would happen if the hunters never came here? Break it into six key events:
  1. Day
  2. Shadows
  3. Sunset
  4. Dusk
  5. Nightfall
  6. Midnight
Creating Threats
Pick a type and then create the details listed underneath.
Monsters (motivation)
  • Beast (to run wild, destroying and killing)
  • Breeder (to give birth to, bring forth, or create evil)
  • Collector (to steal specific sorts of things)
  • Destroyer (to bring about the end of the world)
  • Devourer (to consume people)
  • Executioner (to punish the guilty)
  • Parasite (to infest, control and devour)
  • Queen (to possess and control)
  • Sorcerer (to usurp unnatural power)
  • Tempter (to tempt people into evil deeds)
  • Torturer (to hurt and terrify)
  • Trickster (to create chaos)
Name, how it looks, what does it want to achieve?
  • Powers: What supernatural abilities does it have?
  • Weakness: What is the monster vulnerable to?
  • Attacks: Description, how much harm it does (usually 3 to 5), range, other tags.
  • Armour: Normally 1- or 2-armour.
  • Harm capacity: Normally 8-12 harm to kill it.
  • Any custom moves for the monster (e.g. for its powers)?
Bystanders (motivation)
  • Busybody (to interfere in other people’s plans)
  • Detective (to rule out explanations)
  • Gossip (to pass on rumours)
  • Helper (to join the hunt)
  • Innocent (to do the right thing)
  • Official (to be suspicious)
  • Skeptic (to deny supernatural explanations)
  • Victim (to put themselves in danger)
  • Witness (to reveal information)
Name the bystander.
  • What do they know about the situation?
  • What do they do?
  • What do they look like?
  • What do they want from the hunters?
  • Any custom moves for this bystander?
Locations (motivation)
  • Crossroads (to bring people, and things, together)
  • Deathtrap (to harm intruders)
  • Den (to harbour monsters)
  • Fortress (to deny entry)
  • Hellgate (to create evil)
  • Hub (to reveal information)
  • Lab (to create weirdness)
  • Maze (to confuse and separate)
  • Prison (to constrain and prevent exit)
  • Wilds (to contain hidden things)
Name the location.
  • What is it like? Optionally, draw a map.
  • Any custom moves for this location?
Minions (motivation)
  • Assassin (to kill the hunters)
  • Brute (to intimidate and attack)
  • Cultist (to save their own skin at any cost)
  • Guardian (to bar a way or protect something)
  • Right hand (to back up the monster)
  • Plague (to swarm and destroy)
  • Renfield (to push victims towards the monster)
  • Scout (to stalk, watch, and report)
  • Thief (to steal and deliver to the monster)
  • Traitor (to betray people)
What is it called? What does it look like? How loyal to the master is it?
  • Powers: What supernatural abilities does it have?
  • Weakness: Is this minion especially vulnerable to anything?
  • Attacks: Description, how much harm (usually 2-4), range, other tags
  • Armour: Normally 0- to 1-armour.
  • Harm capacity: Normally 5-10 harm to kill it.
  • Any custom moves for this minion (e.g. for its powers)?
Phenomena (motivation)
  • Alien (to be unfathomable)
  • Artifact (to grant someone more power than they can handle)
  • Biohazard (to infect, harm, and spread)
  • Bubble (to keep inside things inside, and outside things outside)
  • Conspiracy (to gather power, keep secrets, and create confusion)
  • Corruption (to change the laws of the universe)
  • Experiment (to unleash dangers)
  • Mutagen (to transform creatures and people)
  • Panic (to make people act irrationally)
  • Portal (to draw things from one world to another)
  • Teratogen (to turn creatures and people into monsters)
  • Zone (to harm all that venture within)
Custom Moves
  • What's the basic concept for the move?
  • When is it triggered?
  • What effect does it have?

Mystery's Concept
Mystery's Concept
The Hook
Pick Your Playbook
Pick your playbook using the menu in the upper right corner or the buttons in the lists below.Once you pick a playbook, starting stats options are found at the bottom of the first main column (not including the stats column).
The Chosen: a once-ordinary person who discovered they have a special destiny, and who has been given the power to accomplish it. The Chosen is good in a fight, with some weird powers. E.g. Buffy from Buffy the Vampire Slayer.
The Initiate: a member of an ancient monster-slaying Sect, trained to fight and use magic. The Initiate is good with magic, and their Sect provides help (and sometimes problems). E.g. The Wardens from The Dresden Files; Annelise from the Twenty Palaces series.
The Mundane: just a normal regular person, especially good at dealing with regular people you meet and have to save, and at getting captured by monsters (which can be more useful than you might expect). E.g. Xander or Cordelia from Buffy the Vampire Slayer.
The Spooky: has psychic or magical powers. These powers are strange and sinister ... and not completely under the Spooky's control. E.g. Sam Winchester from Supernatural; Willow from earlier seasons of Buffy the Vampire Slayer.
The Wronged: revenge-driven, and really tough. The Wronged is all about killing a specific breed of monster and protecting others as you do it. E.g. Dean and John Winchester from Supernatural
The Pararomantic: A hunter with a loving—but difficult—relationship with a supernatural being. Understands monsters' intentions and can earn their trust, but puts their own heart, and even mortality, at risk. E.g. Elena Gilbert from The Vampire Diaries, Belle from Beauty and the Beast.
Monster of the Week Hardcover Edition Playbooks
The Chosen: a once-ordinary person who discovered they have a special destiny, and who has been given the power to accomplish it. The Chosen is good in a fight, with some weird powers. E.g. Buffy from Buffy the Vampire Slayer.
The Crooked: a criminal turned monster hunter, haunted by their past and enemies. The Crooked is good in social situations and has a lot of contacts. E.g. Anna Valmont from The Dresden Files, Peter Bishop from Fringe.
The Divine: an agent of a higher power, with a mission to fulfill. The Divine is very tough and has been granted holy powers. E.g. Castiel from Supernatural; Michael Carpenter from The Dresden Files.
The Expert: the hunter who knows all about monsters and magic. The Expert knows a lot of hidden secrets and how to find out more, and also has a well-supplied base to work from. E.g. Bobby Singer from Supernatural; Rupert Giles from Buffy the Vampire Slayer.
The Flake: a conspiracy theorist. The Flake is great at finding things out and seeing how the events of separate mysteries are connected. E.g. Agent Mulder or the Lone Gunmen from The X-Files.
The Initiate: a member of an ancient monster-slaying Sect, trained to fight and use magic. The Initiate is good with magic, and their Sect provides help (and sometimes problems). E.g. The Wardens from The Dresden Files; Annelise from the Twenty Palaces series.
The Monstrous: a monster fighting for the good guys. The Monstrous is very weird, and can have a variety of different powers based on what monster breed they are. E.g. Angel from Buffy the Vampire Slayer and Angel; Bill Compton from True Blood.
The Mundane: just a normal regular person, especially good at dealing with regular people you meet and have to save, and at getting captured by monsters (which can be more useful than you might expect). E.g. Xander or Cordelia from Buffy the Vampire Slayer.
The Professional: you work for an agency that hunts monsters. The Professional is good in a fight, and a good team player. E.g. Riley and the Initiative from Buffy the Vampire Slayer; Olivia Dunham from Fringe.
The Snoop: A journalist looking for the real story behind weird events. Great at finding stuff out, terrible at fighting. E.g. The Ghostfacers from Supernatural.
The Spell-slinger: a trained wizard, wielding powerful magic in their crusade against evil. The Spell-slinger's arcane training gives them an advantage when dealing with eldritch secrets. E.g. Harry Dresden from The Dresden Files; Willow from Buffy the Vampire Slayer, in the later seasons.
The Spooktacular: A carnival worker with a history of supernatural entertainments as part of a travelling show . E.g. Carnivale.
The Spooky: has psychic or magical powers. These powers are strange and sinister ... and not completely under the Spooky's control. E.g. Sam Winchester from Supernatural; Willow from earlier seasons of Buffy the Vampire Slayer.
The Wronged: revenge-driven, and really tough. The Wronged is all about killing a specific breed of monster and protecting others as you do it. E.g. Dean and John Winchester from Supernatural
Monster of the Week Tome of Mysteries Playbooks
The Gumshoe: The supernatural is just another case for this private eye to solve. A tough, ethical charmer, this shamus is in the fictional tradition that stretches from classic noir characters like Sam Spade and Philip Marlowe to the modern Jessica Jones and Lisbeth Salander.
The Hex: A witch motivated by the pursuit of forbidden power, using magic more readily—and more recklessly—than other hunters. E.g. Willow during season six of Buffy the Vampire Slayer.
The Pararomantic: A hunter with a loving—but difficult—relationship with a supernatural being. Understands monsters' intentions and can earn their trust, but puts their own heart, and even mortality, at risk. E.g. Elena Gilbert from The Vampire Diaries, Belle from Beauty and the Beast.
The Searcher: After an encounter with weirdness, they dedicated their life to investigating the unexplained. Very strong investigator, especially at working out what sort of thing is going on. Not really a fighter, but has some defensive options. E.g. Roy Neary in Close Encounters of the Third Kind, or (historically) Charles Fort.
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Reinforcements and Third Party Playbooks
The Exile: A monster hunter from the past who has been transported to the present day.
The Hard Case: The toughest, hardest to kill fighter. E.g. Ray Lilly from the Twenty Palaces series or Owen Pitt from the Monster Hunter International series.
The Hard Case (2020): The new Hard Case playbook, significantly different from the original.
The Luchador: A heroic masked wrestler, fighting to protect the innocent between matches.
The Meddling Kid: Jinkies! I think there's something more going on here, and old man Smithers seems to be involved! E.g. Scooby-doo and the Scooby gang.
The Sidekick: They worship another hunter on the team, and is good at helping them out. And one day, they'll be just as good as their hero. E.g. Garth from Supernatural.
The Summoned: A creature summoned to end the world but who has decided they do not want to do that. Lots of weird powers, dangerous, and hard to kill. E.g. Hellboy.
The Traveler: A time traveler hunting monsters in the modern day in order to save the future. E.g. The Doctor from Doctor Who. (Brazilian edition Playbook.)
The Action Scientist (Legacy): A hunter committed to diving into every unknown problem with the tools of science at their command. E.g. Tesladyne scientists, Buckaroo Banzai.
The Constructed: An artificial being created for a specific purpose, animated by strange energies, gifted with free will. E.g. Frankenstein's Monster, Atomic Robo.
Brew Your Own
Custom Playbook: A blank shell you can use to create your own.
Team Playbooks
Team Playbooks
Keeper's Mystery Sheet
Keeper's Mystery Sheet
Community Tracker
Community Tracker
Instructions
  • Click +Add to add a new entity.
  • Click Modify to delete or rearrange the order of those entities.
  • Set the type, which will then activate the data fields.
  • Once you're done editing, hide the edit controls for an attractively formatted experience!
Select TypeCountdown( Monster / )(Minion)(Bystander)(Location)(Phenomenon)( )
Edit
Threat Type
Day
Shadows
Sunset
Dusk
Nightfall
Midnight
Name
Type and Motivation
Type and Motivation
Type and Motivation
Type and Motivation
Type and Motivation
Type and Motivation
Description
Powers (Up to 12)
An additional slot will appear each time you finish filling out an existing one.
Effects on those who get too close (Up to 12)
An additional slot will appear each time you finish filling out an existing one.
Attacks (Up to 6)
An additional slot will appear each time you finish filling out an existing one.
Armour
Weaknesses (Up to 6)
An additional slot will appear each time you finish filling out an existing one.
Harm Capacity

Custom Moves (Up to 6)
An additional slot will appear each time you finish filling out an existing one.
Notes
Description
Powers
Effects on those who get too close
Attacks
Harm Capacity /
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Armour
Weaknesses
Moves
Day
 
Shadows
Sunset
Dusk
Nightfall
Midnight
Notes

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Choose a Team Playbook
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Instructions

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Other Playbook Moves
Instructions

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Charm
Cool
Sharp
Tough
Weird
Choose your set of starting stats. (This will overwrite current stats values!)
Luck

Okay Doomed

Instructions

Mark Luck to change a roll to a 12 or to avoid all harm from an injuryWhen you mark Luck, you trigger your playbook's Luck Special.

Okay Doomed

Instructions

Luck Special
When you spend Luck, the Keeper will bring your fate into play.
When you spend Luck, someone from your past will re-appear in your life. Soon.
When you spend Luck, you get word that your Mission requires something difficult that must be done. By you. Urgently.
You may come up with a Luck Special move for this playbook with help from the Keeper.
Harm (/)
Okay | Dying
Unstable
Instructions
When you reach 4 or more, mark unstable. Unstable injuries worsen as time passes.
Experience

Instructions
Mark Experience when a roll totals 6 or less; or when a move tells you to do so. Once you have filled all 5 boxes, uncheck them and choose an Improvement option.
Instructions

  

Instructions

Improvements
All
Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
Unused
+1 Charm (max +2) (max +3)
+1 Cool (max +2) (max +3)
+1 Sharp (max +2) (max +3)
+1 Tough (max +2) (max +3)
+1 Weird (max +2) (max +3)
Take another SpooktacularConstructedAction Scientist Chosen Flake Initiate MundaneProfessionalSpell-SlingerSpookyWrongedGumshoeHexPararomanticSearcherExileHard CaseHard CaseLuchadorMeddling KidSidekickSnoopSummonedTraveler Custom move, or an additional Rote
Take another ConstructedSpooktacularAction Scientist Chosen Flake Initiate MundaneProfessionalSpell-SlingerSpookyWrongedGumshoeHexPararomanticSearcherExileHard CaseHard CaseLuchadorMeddling KidSidekickSnoopSummonedTraveler Custom move, or an additional Rote
Take a move from another playbook
Take a move from another playbook
Gain a team of action scientists under your command. Gain an ally: one of your old crewGain an ally: Gain an ally: you find one of your old comrades, who has come to join you in the modern dayGain command of a team of monster-huntersGain an ally: another wrestler who has chosen to fight monsters with youGain an ally: someone to join the gang, it may be an animal (most likely a dog or a cat)Gain an ally: another sidekick for your hero, your juniorGain an ally: possibly one of your existing crew members, or the whole crew as an ally teamGain an ally team of monster-hunters (or monstrous hunters) under your commandGain an ally: you make a friend (literally)Gain an ally


Possible Contacts
Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation
Gain a Haven, like the Expert, with two options Gain a Haven (your office, perhaps), like the Expert, with two optionsGain a Haven, like the Expert, with one option plus a film labGain a haven, like the Expert has, with a Workshop and one other option. Gain a Mystical Library, like the Haven option of the Expert
Add a Haven option
Add a Haven option
Take another Show option
Adjust your needs: mark a second animating force
Add four additional or new contacts for Naked City
Get command of your chapter of the Sect
Get a Sect team under your command
Take a natural attacks pick
Add a new Resource tag or change a Red Tape tag for your Agency
Get command of an Agency team of monster hunters
Take another Combat Magic pick
Change some, or all, of your Dark Side tags
Take another Rote
Take another Rote
Take another Rote
Take a second First Encounter move, based on a recent mystery
Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future
Erase one used Luck point
Erase one used Luck point
Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect
Add an extra harm box on the Dying side
Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)
Advanced Improvements
Unused
+1 to any rating (max +3)
Change playbooks
Create a second hunter to play
Advance 2 basic moves
Advance 2 basic moves
Advance 2 more basic moves
Unused
()
Retire this hunter to safety. Optionally, you may return home to the past
Erase one used Luck point
Erase one used Luck point
Make it big. You're a superstar now!
Get your own traveling show. maybe you take over your old one, maybe you start anew.
Become human, and change to a new type.
Delete a Doom tag, and (optionally) also delete a Heroic tag
Become the leader, or effective leader, of the whole Sect
Free yourself from your kind's curse, it no longer affects you; but you lose 1 Weird
Turn evil (again?). Retire this character, they become one of the Keeper's threats
Get some or all of the other players' hunters hired by your Agency. They get the deal with the agency move, as well as salary and benefits
Take another Combat Magic pick
You may cross off another option from your Tools and Techniques
You discover how to use your powers at a lower price, delete one Dark Side tag
You track down the specific monster(s) responsible for your loss; the Keeper must make the next mystery about them
Change the target of your vengeful rage; replace the monster breed in My Prey with a new one
Turn one of your contacts into an ally
Take another two Rotes
Choose one Advanced Hex Move
Take a second Gift from your Guide or add another property to an existing gift
Change your Guide, as you fall for another supernatural being
Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one
Erase all marks from the Relationship Status track(s)
Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)
Add an extra harm box on the Dying side
Your Fire track increases to 13 boxes.
When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end
Change your hero; pick another hunter to be your new hero
Turn evil (again?). Retire this character, they become one of the Keeper's threats
Undo one sign of the Apocalypse
Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it
Playbook Name
Luck Special
When you spend Luck, the Keeper will bring your fate into play.
When you spend Luck, someone from your past will re-appear in your life. Soon.
When you spend Luck, you get word that your Mission requires something difficult that must be done. By you. Urgently.
You may come up with a Luck Special move for this playbook with help from the Keeper.
All
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Your Fate
All
Unused
How you found out

How your fate will unfold
Heroic:  (pick two)
Sacrifice
You are the Champion
Visions
Secret training
Magical powers
You can save the world
Mystical inheritance
A normal life
True love
Hidden allies
The end of monsters
Divine help
Doom:  (pick two)
Death
You can't save everyone
Impossible love
Failure
A nemesis
No normal life
Loss of loved ones
Treachery
Doubt
Sympathy with the enemy
Damnation
Hosts of monsters
The end of days
The source of Evil
Background
All
Unused
Before you became a hunter, what less-than-legal job did you do?  ()
Hoodlum: You can use Tough instead of Charm to manipulate someone with threats of violence.
Burglar: When you break into a secure location, roll +Sharp. On a 10+ pick three, on a 7-9 pick two:
  • You get in undetected
  • You get out undetected
  • You don't leave a mess
  • You find what you were after
Grifter: When you are about to manipulate someone, you can ask the Keeper "what will convince this person to do what I want?" The Keeper must answer honestly, but not necessarily completely.
Fixer: If you need to buy something, sell something, or hire someone, roll +Charm. On a 10+, you know just the person that will be interested. On a 7-9, you know the only person who can do it, but there's a complication. Pick one:
  • You owe them
  • They screwed you over
  • You screwed them over
On a miss, the only person who can help you is someone who absolutely hates you.
Assassin: When you take your first shot at an unsuspecting target, do +2 harm.
Charlatan: When you want people to think you are using magic, roll +Cool. On a 10+ your audience is amazed and fooled by your illusion. On a 7-9, you tripped up a few times, someone will notice.
   You may also manipulate someone with fortune telling. When you do that, ask "What are they hoping for right now?" as a free question (even on a miss).
Pickpocket: When you steal something small. roll +Charm. On a 10+, you get it and they didn't notice you taking it. On a 7-9, either you don't grab it, you grab the wrong thing, or they remember you later; your choice.
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Heat
All
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You didn't get here without making enemies. Pick at least 2 of these and name the people involved:
A police detective has made it a personal goal to put you away.
You have a rival from your background, who never misses a chance to screw you over.
You pissed off a well connected criminal,, and they'll do whatever they can to destroy you.
You took advantage of someone with special powers (a person or monster).
You betrayed an old partner in the middle of a job.
Your enemies:
All
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Underworld
All
Unused
Pick how you discovered the real underworld:
The target of a job was a dangerous creature (pick one: vampire, werewolf, troll, reptiloid, etc).
You worked with someone who was more than they seemed (pick one: sorceror, demon, faerie, psychic, etc).
You were hired by something weird (pick one: immortal, god, outsider, witch, etc).
Things went south on a job - including, but not limited to, running into (choose one: a horde of goblins, a hunger of ghouls, a dream-eater, etc).
Your choice:
Mission
All
Unused
You have been put here for a purpose  (pick one):
You are here to fight the schemes of an Adversary.
The End of Days approaches. Your role is to guide these hunters and prevent it from coming to pass.
The End of Days approaches. Your role is to guide these hunters and ensure it comes to pass.
You have been exiled. You must work for the cause of good without drawing attention of your brothers and sisters, as they are bound to execute you for your crimes.
One of the other hunters has a crucial role to play in events to come. You must prepare them for their role, and protect them at any cost.
All
Unused
Monster Breed
All
You're half-human, half-monster. Were you always this way, or were you originally human and were transformed somehow? Were you always fighting for good, or were you once evil and then changed sides?
  • Vampire: Curse: feed (blood or life-force). Natural attacks: Base: life-drain or Base: teeth; add +1 harm to base attack. Moves: immortal or unquenchable vitality; mental domination.
  • Werewolf: Curse: vulnerability (silver). Natural attacks: Base: claws; Base: teeth. Moves: shapeshifter (wolf and/or wolfman); claws of the beast or unholy strength.
  • Ghost: Curse: vulnerability (rock salt). Natural attacks: Base: magical force; add hand range to magical force. Moves: incorporeal; immortal.
  • Faerie: Curse: pure drive (joy). Natural attacks: Base: magical force; add ignore-armour to magical force. Moves: flight; preternatural speed.
  • Demon: Curse: pure drive (cruelty). Natural attacks: Base: claws; +1 harm to claws. Moves: dark negotiator; unquenchable vitality.
  • Orc: Curse: dark master (the orc overlord). Natural attacks: Base: teeth; add ignore-armour to teeth. Moves: Unholy strength; dark negotiator.
  • Zombie: Curse: pure drive (hunger), feed (flesh or brains). Natural attacks: Base: teeth; +1 harm to teeth. Moves: immortal; unquenchable vitality.
Curses  (pick one):
Unused
Feed: You must subsist on living humans - it could be from blood, brains, or spiritual essence but it must be from people. You need to act under pressure to resist feeding whenever a perfect opportunity presents itself.
Vulnerability: Pick a substance. You'll take +1 harm when you suffer harm from it. If you are bound or surrounded by it, you must act under pressure to use your powers.
Pure Drive: One emotion rules you. Pick from: hunger, hate, anger, fear, jealousy, greed, joy, pride, envy, lust, or cruelty. Whenever you have a chance to indulge that emotion, you must do so immediately, or act under pressure to resist.
Dark Master: You have an evil lord who doesn't know you changed sides. They still give you orders, and they do not tolerate refusal, or failure.
Combat Magic
Restrictions
All
You get this:
Tools and Techniques: To use your combat magic effectively, you rely on a collection of tools and techniques. Uncheck one; you'll need the rest.
Unused
Consumables: You need certain supplies - powders, oils, etc - on hand, some will be used up each cast. If you don't have them, when you cast, take 1 harm, ignore-armour.
Foci: You need wands, staves, and other obvious props to focus. If you don't have what you need, your combat magic does 1 harm less.
Gestures: You need to wave your hands around to use combat magic. If you're restrained, take -1 ongoing for combat magic.
Incantations: You must speak in an arcane language to control your magic. If you use combat magic without speaking, act under pressure to avoid scrambling your thoughts.
Attack Spells
All
You have a few attack spells you can use as weapons. When you use these spells to kick some ass, roll +Weird instead of +Tough.
 (pick three, with at least one base)
Unused
Bases:
Blast (2 harm, magic, close, obvious, loud)
Ball (1 harm, magic, area, close, obvious, loud)
Missile (1 harm, magic, far, obvious, loud)
Wall (1 harm, magic, barrier, close, 1 armour, obvious, loud)
Effects:
Fire (add '+2 harm, fire' to a base; if you get a 10+ on a combat magic roll, the fire won't spread)
Force or Wind (add '+1 harm, forceful' to a base; or '+1 armour' to a wall)
Lightning or Entropy (add '+1 harm, messy' to a base)
Frost or Ice (add '-1 harm, +2 armour' to a wall, or '+1 harm, restraining' to other bases)
Earth (add 'forceful, restraining' to a base)
Necromantic (add 'life-drain' to a base)
Sometimes you may need to act under pressure to cast your spells without problems.
The Show
All
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Animating Force
All
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Purpose
All
Unused
The Dark Side
All
Your powers have an unsavoury source, and sometimes you get tempted to do things you shouldn't. These could be orders from whatever granted your power, or urges that bubble up from your subconscious, or something like that. Whatever it is, it's unsettling.  (pick three):
Unused
Violence
Depression
Secrets
Lust
Dark bargain
Guilt
Soulless
Addiction
Mood swings
Rage
Self-destruction
Greed for power
Poor impulse control
Hallucinations
Pain
Paranoia
The Keeper can ask you to do nasty things (in accordance with your tags) when your powers need you to. If you do whatever is asked, mark experience. If you don't, then your powers are unavilable until the end of the mystery (or until you cave). As you spend Luck, these requests will get bigger and nastier.
Who You Lost
All
Who did you lose? Pick one or more: Your parent(s), sibling(s), spouse/partner, child(ren), best friend(s) etc
Why couldn't you save them? You were:  (pick one or more)
Unused
At fault
Selfish
Injured
Weak
Slow
Scared
In denial
Complicit
What Did It?
With the Keeper's agreement, pick the monster breed.
My Prey:
Gumshoe Code
With the agreement of the Keeper, pick a one-sentence Code that you adhere to.
Examples
 (Example Codes: Murders must be punished. Monsters must be destroyed. Innocents must be saved. Laws must be enforced. Evil must be exposed. The weak must be protected from the powerful. Etc.)
This Code defines you. Any time you violate your Code, you forfeit all Code-related moves (The Postman Always Rings Twice, The Long Goodbye) and the ability to spend Luck. These forfeits last until either the next mystery or you make amends. As long as you follow the Code, people will sense your sincerity; you receive +1 ongoing for manipulate someone and you may not be possessed or charmed by any sort of supernatural, alien, or demonic entity or item.
Temptation
All
You have a dangerous drive that you pursue, sometimes to the exclusion of your own safety. Decide if your Temptation drove you to learn magic, or if learning magic drove you to it:
Whenever you give in to your Temptation and act accordingly, you mark experience. If a perfect opportunity presents itself, you need to act under pressure to resist giving in to your Temptation. If you fail this roll, you don't mark experience like you would have if you'd willingly acted out your desires.

Choose one Temptation:
Unused
Vengeance: Utilize magic to inflict disproportionate retribution on someone who wronged you.
Power: Utilize magic to exert your dominance over another.
Addiction: Utilize magic to do what you could do without it.
Callousness: Utilize magic without regard for the safety of others.
Carnage: Utilize magic to inflict gruesome violence.
Secrets: Utilize magic to discover forbidden, dangerous knowledge.
Glory: Utilize magic to steal someone's thunder.
Relationship Status
Guide Name

Loving Broken

Second Guide Name

Loving Broken

Bond Abuse
Whenever you do something to abuse the bond with your Guide, like acting against them, or not giving them enough attention, roll +Charm:
  • On a 10+, your action has no effect beyond the exchange of some angry words.
  • On a 7-9, choose one of the Bond Abuse options below.
  • On a miss, the Keeper may choose two of the Bond Abuse options below, or something worse.
Bond Abuse options:
  • Mark one Relationship Status box.
  • You may not channel the power of your Bond for the rest of the mystery.
  • You gain the unwelcome attention of others of your Guide's kind.
  • Someone who shouldn't know finds a clue about your relationship with your Guide.
Fate of your Love
There is a reason why your love with your Guide is forbidden or doomed. Invent this reason or leave it to the Keeper.

Whenever you spend Luck, the truth of your love's Fate slowly unfolds. When you mark your last Luck point, it becomes clear that you cannot be together. Your Guide might even end up as an enemy, depending on how things go.

Whenever you put yourself or somebody else in serious danger in order to conceal the truth about you and your Guide, mark experience.

Origin
All
You were taken from your home in the past, and dropped into the modern world with only what you were carrying.
Your nemesis came to the modern world and is aware you followed it. It will kill you if you don’t kill it first. Decide what it is with the Keeper. Name it, if you know.
How did you get transported to the modern day?  (pick one):
Unused
You were pursuing your nemesis.
Your nemesis had already travelled to the future, so you (or your comrades) cast a spell to send you after it.
Magical accident or side-effect.
You angered a sorcerer.
Divine intervention.
One moment you were there, the next you were here.
A strange place or artifact brought you.
You were frozen, and recently unearthed and revived.
Hero
Pick one of the other hunters to be your hero. This is the person you decided is such an awesome monster-hunter that you are going to spend your time helping them out.
Decide what your relationship is, with agreement from the hero's player. Eg. an older sibling, a parent, a friend who was always better than you, perhaps they saved you from a monster, or you found out about their monster hunting by accident, etc. Optionally, you may choose to copy some aspect of your hero's looks.
When your hero's player has picked their ratings, ask them which is highest. You've been trying to be like them, so you get an extra +1 to that rating. If they have a tie for highest, you can pick which one you put your +1 on.
Crew
Decide if your crew are made up of the other hunters, or if you have your own entourage. If they are other people, there are 1-3 of them. Pick a name and job for each. If it's the other hunters, decide together who gets which job.

Crew jobs: camera, sound, editing, dogsbody, researcher, driver, director, producer, bodyguard, etc.
Apocalypse
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Instructions
You are destined to bring about the Apocalypse. You may or may not know about it yet, but you have at least come across some hints of your destiny.
Pick a sign of the Apocalypse, with help from the Keeper (and maybe the rest of the group) that has already been revealed to you. Whenever you spend Luck, you'll trigger another sign of the Apocalypse. You can suggest what it might be, but it will be the Keeper's job to bring the sign into the story.
When you have spent all your Luck, the Apocalypse is imminent. It's up to you to stop, or cause, the end of the world. Your call.
Examples
  • Betrayal
  • An army of monsters rises
  • Rain of fire
  • Eternal darkness
  • Things from beyond
  • Take your throne
  • Red sun
  • The Portal opens
  • Plague
  • Learn your true name
  • The Stars are Right
  • Breaking the Seal
  • Murder of the King
  • The Beast slouches into the world
  • Become the Dragon
  • The Coronation
  • Your Hosts assemble
  • The fall of the Tower
  • The seas boil
  • Natural disasters
  • Judgement Day
  • World war
  • Famine
  • Ancient Evil reborn
Means of Transport
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Instructions
You can visit future events, past events or remote places, either alone or with the whole team. The Keeper will decide (maybe with help from the group) how time travel will work; changing the past, alternate timelines, small changes producing major changes etc.
When traveling through time and space, roll +Sharp. On a 10+, you arrive at the desired place at the desired time. On a 7-9, you arrive at either the desired place or, at the desired time; your choice. On a miss, you are lost; this is probably quite serious.
Choose one means of transport for your travels through time and space. Each transportation medium has both positive and negative traits. Always keep in mind that time travel is by no means a safe trip.
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It's bigger on the inside: Your time machine is multidimensional, as small as a phone booth on the outside, but as big as a spaceship on the inside. Things inside it cannot be tracked by normal means. To travel, it disappears from one place and appears in another, but otherwise it is completely stationary and cannot be transported at all.
Teleportation: You can teleport instantly if you have a clear line of sight of the destination or if you know it very well. Otherwise, you need to study the spacetime continuum for a few hours, or even days, to plan the trip, so as to not end up underground or a kilometre above the ground.
88 miles per hour: Your time machine looks like a car or a van, not drawing much attention (in time periods after the invention of such vehicles). You can use it to move around like any other vehicle, but it depends on fuel, maintenance parts, roads etc.
Time Portal: You open a time portal to your destination. You can only open one portal at a time, and it will remain active for as long as you wish. It allows you to cross it in any direction as many times as you want. But an unattended portal can also be crossed by any person, or monster...
Hard Knocks
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Unused
Bodyguard: When you spend 1 Fire to protect someone, as well as +1 forward, you may protect them even if they are out of reach or the harm they are about to suffer would be unstoppable. Get an ally group of old colleagues: good at protecting people. Get the “concealed armour” gear pick.
Enforcer: Spend 1 Fire to look so scary that it counts as a reason for manipulating someone. After you roll, if you terrify them, spend Fire 1-for-1 to increase your result. Gain an ally who can help with money, disguises, back you up, or get underworld gossip. Get the “bag of cash” gear pick.
Secret Martial Art: Spend Fire 1-for-1 to increase harm inflicted by your unarmed attacks. Your unarmed attacks gain `ignore-armour`. Get an ally, a mentor or student: good in a fight or philosophical discussion. Get the “ancient sword” gear pick.
Military: When you’re using military gear on a move, you may spend 2 Fire to boost the result level (a miss becomes a 7-9, 7-9 becomes 10+, or 10+ becomes 12+). You have an ally group, your old comrades: good in a fight or when you need help making preparations. Get the “battered assault rifle” gear pick.
Resistance: What was your cause? You have contacts amongst sympathetic activists. If you need help and it fits the cause, call on them. Roll +Charm. On a 10+ they will help. On a 7-9 they’ll help you but then you have to help them. On a miss, they help but you get drawn into their trouble. You may spend 2-Fire instead of rolling; you rouse them and they’ll help as if you rolled 10+. Gain an ally, an old comrade from the movement. Get the “spell formula” gear pick.
Street Fighter: When you have an ally standing by your side, spend 1-Fire to add +2 harm when you inflict harm. If there are multiple allies at your side, you may spend Fire for each. Gain an ally, an old friend you can count on for anything. Get the “firewater” gear pick.

Instructions

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Playbook Special
 (Like the Expert's haven or the Spellslinger's combat magic)
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Description:
:
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Agency
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Who do you work for? Are they a black-budget government department, a secret military unit, a clandestine police team, a private individual's crusade, a corporation, a scientific team, or what?

Is the Agency's goal to: destroy monsters, study the supernatural, protect people, gain power, or something else?
Resources  ():
Resources  ():
Well-armed
Well-financed
Rigorous training
Official pull
Cover identities
Offices all over the place
Good intel
Recognised authority
Weird tech gadgets
Support teams
Red Tape  ():
Red Tape  ():
Dubious motives
Bureaucratic
Secretive hierarchy
Cryptic missions
Hostile superiors
Inter-departmental rivalry
Budget cuts
Take no prisoners policy
Live capture policy
Haven
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Unused
You have set up a haven, a safe place to work. (pick three): (pick two):You get this:Pick one in addition to a Workshop:
Film Lab: All the stuff you need to develop film, store negatives, and process digital images.
 (Then pick one of these)
Lore Library: When you hit the books, take +1 forward to investigate a mystery (as long as historical or reference works are appropriate).
Mystical Library: If you use your library's occult tomes and grimoires to prepare yourself, take +1 forward to use magic.
Protection Spells: Your haven is safe from monsters - they cannot enter. Monsters might be able to do something special to evade the wards, but not easily.
Armoury: You have a stockpile of mystical and rare monster-killing weapons and items. If you need a special weapon, roll +Weird. On a 10+, you have it (and plenty, if that matters). On a 7-9, you have it, but only the minimum. On a miss, you've got the wrong thing.
Infirmary: You can heal people, and have the space for one or two to recuperate. The Keeper will tell you how long any patient's recovery is likely to take, and if you need any extra supplies or help.
Oubliette: This room is isolated from every kind of monster, spirit or magic that you know about. Anything you stash in there can't be found, can't do any magic, and can't get out.
Panic Room: This has essential supplies and is protected by normal and mystical means. You can hide out there for a few days, safe from pretty much anything.
Magical Laboratory: You have a mystical lab with all kinds of weird ingredients and tools useful for casting spells (like use magic, big magic, and any other magical moves).
Sect
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You are part of a secret order that deals with the paranormal. Where are they from? How old are they? Are they religious? Why do they stay secret? How do they recruit?
Unused
Sect's Traditions
Good Traditions  ():
Good Traditions  ():
Knowledgeable
Ancient lore
Magical lore
Fighting arts
Modernised
Chapters everywhere
Secular power
Flexible tactics
Open hierarchy
Integrated in society
Rich
Magical items
Bad Traditions  (pick one):
Dubious motives
Tradition-bound
Short-sighted
Paranoid and secretive
Closed hierarchy
Factionalised
Strict laws
Mystical oaths
Total obedience
Tyrannical leaders
Obsolete gear
Poor
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Sect's Traditions
Good Traditions  (pick two):
Bad Traditions  (pick one):
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Allies
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Name:
Motivation:
Description:
: ()
Animal Allies
Animal allies follow the normal rules for allies, except for communication. Animal allies can understand commands about as well as a very clever dog (regardless of what sort of animal they are).
History and Notes

Calm Raging

Moves
All
Unused
Other Playbook Moves
Custom Playbook
:
Edit
Name:
Description:
:
The Action Scientist
You get this:
Science! You may use the Weird Science move in addition to whatever the default weird move is for the game. If Weird Science is the default move, you gain access to Advanced Weird Science. When you roll for Weird Science you may use Sharp instead of Weird. Regardless of the result you may remove your choice of one of the requirements after they've all been determined. Say how you've figured out a way around that requirement.
Then pick two of these:
Oblivious to Danger: As well as generally not looking out for danger, you are immune to all fear-based moves and powers. You never need to act under pressure to resist fear from any source.
Cross-disciplinary Study: Take a move from one of the other hunters' playbooks.
Engineering: When you need to quickly fix (or break) a complicated gadget, roll +Sharp. On a 10+, it’s fixed (or broken) just like you wanted. On a 7-9 you need more time to study it: choose to fix (or break) it now with unknown side-effects, or take more time. On a miss, you do the worst thing possible to the gadget, which usually involves an explosion.
The Doors of Perception: By using advanced psychological, pharmacological, or mental interface techniques, you may use magic with +Sharp instead of +Weird. You may choose one of these additional effects:
  • Communicate with someone or something that you cannot communicate with by normal means.
  • Analyse a clue (allowing you to investigate a mystery in a way that you would not normally be able to).
  • Give a hunter (including yourself) +1 to a rating for the remainder of the mystery (maximum +3).
Mind of Steel: Get +1 Cool (max +3).
Re-factoring: You may take any two devices and rebuild them together, gaining all the abilities of each component device. The new device is the same size as the larger component. It will have all the tags of the components, except you may delete or change one tag.
Two-Fisted Science: You may roll +Sharp to kick some ass instead of +Tough.
The Chosen
You get these two:
Destiny's Plaything: At the beginning of each mystery, roll +Weird to see what is revealed about your immediate future. On a 10+, the Keeper will reveal a useful detail about the coming mystery. On a 7-9, you get a vague hint about it. On a miss, something bad is going to happen to you.
I'm Here for a Reason: There's something you are destined to do. Work out the details with the Keeper, based on your fate. You cannot die until it comes to pass. If you die in play, then you must spend a Luck point. You will then, somehow, recover or be returned to life. Once your task is done, (or you use up all your Luck), all bets are off.
Then pick one of these:
The Big Entrance: When you make a showy entrance into a dangerous situation, roll +Cool. On a 10+, everyone stops to watch and listen until you finish your opening speech. On a 7-9, you pick one person or monster to stop, watch and listen until you finish talking. On a miss, you're marked as the biggest threat by all enemies who are present.
Devastating: When you inflict harm, you may inflict +1 harm.
Dutiful: When your fate rears its ugly head, and you act in accordance with any of your fate tags (either heroic or doom), then mark experience. If it's a heroic tag, take +1 forward.
Invincible: You always count as having 2 armour. This doesn't stack with other protection.
Resilience: You heal faster than normal people. Any time your harm gets healed, heal 1 extra point. Additionally, your wounds count as 1 harm less for the purpose of the Keeper's harm moves.
The Constructed
You get these two:
Then pick one:
The Crooked
Pick two of these:
Artifact: You 'found' a magical artifact with handy powers and kept it. Pick 1:
Unused
Protective amulet (1 amour, magic, recharge)
Lucky charm (may be used as a Luck point just once)
Grimoire (studying the book gives +1 forward to use magic)
Skeleton key (opens any magically sealed lock)
Imp stone (a weak demon is bound to serve the holder; the imp must be summoned with Use Magic)
Crew: You have a regular crew, a team of 3 or 4 people who will help you out with pretty much anything. This counts as a team.
Deal with the Devil: You sold your soul to the Devil (or someone equivalent). Pick 1 or 2 things you got out of the deal: wealth, fame, youth, sensual gratification, skill (add +1 to two ratings). Payment is due either when you die, or in a year (6 months if you chose 2 things).
Unused
Made: You're 'made' in a gang. Name the gang and say how their operations tie into your background. You can call on gang members to help you out, but they'll expect to be paid. Your bosses will have requests for you now and again, but you'll be paid. Minor trouble will be overlooked, but you better not screw over any other 'made' members.
Driver: You gain +1 ongoing while driving, plus you can hotwire anything (the older it is, the fewer tools you need). You also own 2 handy, widely-available vehicles.
Home Ground: Your crew made a point of keeping the locals happy - keeping them safe, ensuring things always went down okay. When you're back in your old neighbourhood, you can always find people who will hide you or help you with a minor favour, no questions asked.
Notorious: You have a reputation from your criminal past. When you reveal who you are, your terrifying reputation counts as a reason for people to do what you ask, when you manipulate someone. Revealing your identity to someone can bring other problems later, of course.
The Divine
Pick three of these:
Boss from Beyond: At the beginning of each mystery, roll +Weird. On a 10+, your superiors ask you to do something small. On a 7-9, they ask you to do something complicated or difficult. In either case, you get to ask them one question from the investigate a mystery move right now. On a miss, you are required to do something terrible. If you do not accomplish what they've ordered, you cannot use this move again until you have made up for your failure.
Angel Wings: You can go instantly to anywhere you've visited before, or to a person you know well. When you carry one or two people with you, roll +Weird. On a 10+, you all go where you wanted. On a 7-9, you don't quite manage it; either you are all separated, or you all appear in the wrong place.
What I Need, When I Need It: You may store any small object you own, putting it into a magical space nobody can get to. You may retrieve anything you stored at any time; it appears in your hand.
Smite: Your body and divine weapon always count as a weakness against the monsters you fight. Your unarmed attacks are 2 harm, intimate/hand, messy.
Soothe: When you talk to someone for a few seconds in a quiet voice, you can calm them down, blocking any panic, anger, or other negitive emotions they have. This works even if the thing that freaked them out is still present, as long as your voice can be heard.
Lay On Hands: Your touch can heal any injury or disease. When you lay your hands on someone hurt, roll +Cool. On a 10+, heal 2 harm or an illness, plus they're stabilised. On a 7-9, you can heal the harm or illness, but you take it into yourself. On a miss, your aura causes them extra harm.
Cast Out Evil: You may banish an unnatural creature from your presence. Roll +Tough. On a 10+, it is banished. On a 7-9, it takes a little while for the banishing to take effect - the creature has time to make one or two actions. Either way, the banished creature is unharmed, and you have no control over where it goes. This move may be used on unnatural hunters (eg the Monstrous). On a miss, something is keeping it here. That's bad.
The Exile
Pick two of these:
Adept Sorcerer: You have a familiar spirit (usually in the guise of a pet) that counts as an ally: subordinate (motivation: to follow your exact instructions).
Warrior: If you are fighting with (and against) old-fashioned hand weapons and suffer harm, you suffer 1 harm less. Monster attacks almost always count as old-fashioned for this move.
Traditional Remedies: You can treat injuries without any need for modern medical supplies (although you might need someone to hold the patient down). Dealing with a poison, infection, or disease might need you to track down some specific ingredients (eg. healing herbs).
Immortal Name: Your monster-hunting exploits are legendary, so much that your name still scares monsters and minions. You may use threats to use the move manipulate someone on monsters if they understand enough to have heard stories about you.
Hearty Constitution: You never suffer from normal illnesses, and get +1 ongoing against magical illnesses and poisons. You've been through worse.
Confused: Mark experience whenever your bafflement with the modern world gets in the way of monster-hunting.
Ancient Magics: You learned magic when less lore had been lost. When you use magic, on a 7-9, don't choose a glitch. Instead, take -1 forward.
Learned: You researched all the legends and tales of monsters in your home time. When you investigate a mystery, you can ask the Keeper questions from the following list as well as from the usual list:
  • Did this creature (or this type of creature) exist in my home time?
  • What defenses are effective against this creature?
  • What do I know about this creature that has been forgotten?
The Expert
Pick two of these:

Current Hold:
The Flake
Pick three of these:
  • Is this person connected to current events more than they are saying?
  • When and where will the next critical event occur?
  • What does the monster want from this person?
  • Is this connected to previous mysteries we have investigated?
  • How does this mystery connect to the bigger picture?
Current Hold:



The Gumshoe
You get these 2:
Occult Confidential: The first time in each mystery that you observe a monster, minion, or phenomenon in action, you may ask one question from the investigate a mystery list.
The Naked City: You have lots of personal contacts wherever you go. Pick four contact types from the following areas (or from other areas agreed to between you and the Keeper):
Possible Contacts
Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation
You can hit them up for info (+1 to one investigate a mystery roll) or small favours - but there may be a small cost involved. Personal contacts can provide more significant help but the Keeper decides their price on a case-by-case basis.
Then pick one of these:
The Postman Always Rings Twice: Twice per mystery - as long as you follow your Code - you may reroll a roll.
The Long Goodbye: You can't die with an open case. Specifically, you suffer all harm as normal but your death is postponed until you have either completed or abandoned the case, or you break your Code (then all bets are off).
Jessica Jones Entry: When you double-talk your way into a secure location, roll +Charm. On a 10+ pick three, on a 7-9 pick two, on a fail pick one:
  • You don't leave any trace of what you searched.
  • You find what you wanted.
  • You find something else that's important.
  • You don't piss anyone off.
  • You aren't recognised.
Out of the Past: You have a police buddy who will do you big favours. Get in touch with them when you need to redirect law enforcement attention, get a heads-up on what operations are planned, or access police files. You now owe them; expect them to collect on it soon.
Asphalt Jungle: You heal faster than normal people. Any time your harm gets healed, heal 1 harm extra. You are immune to all the harm move effects under '0 harm' and '1 harm' (when the Keeper would apply these, you ignore them).
Hacker with a Dragon Tattoo: When you hack into a computer system, roll +Sharp. On 10+ pick two, on a 7-9 pick one. You:
  • ...leave no traces.
  • ...learn something important.
  • ...can leave misinformation in place.
  • ...gain access to somewhere you want to get in to.
\"Just one more thing\": When you ask a suspect leading questions, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1, on a miss hold 1 but something bad is going to happen too. Spend your hold 1-for-1 to ask questions from this list:
  • One question from the investigate a mystery list.
  • Was that a lie?
  • What is something you left out that you didn't want me to notice?
  • Are you complicit with any ongoing criminal activity?
  • Did you commit this specific crime?
Current Hold:
The Hard Case (2020)
You get this:
Furnace: You have a Fire track with 10 boxes. Mark 1 Fire per harm you suffer, every time someone openly defies you, and every time a friend is hurt. You may spend 1 Fire to add +1-harm whenever you inflict harm, or take +1 to a kick some ass or protect someone move. Fire is cleared between mysteries.
Then pick two of these:
Unstoppable: You may spend 3 Fire to avoid or heal 2-harm. This also stabilizes you, if appropriate.
Ascetic: Spend 1 Fire to ignore all pain and discomfort in your current situation, even beyond normal human tolerances.
Always Angry: Start mysteries with 2 Fire marked.
FINISH HIM!: When you have Fire remaining and strike a foe for 3-harm or more, tell the Keeper how much Fire you have and ask if that’s enough. If the foe has that much or less harm capacity left, the Keeper will tell you. You may spend all your Fire immediately to make a follow up attack, defeating your foe.
Inspired Guesswork: When you investigate a mystery, you may spend 1 Fire to add 1 extra hold. The extra question must be about powers, motivations, or weaknesses.
Stone Cold: You never really get ruffled by danger. Gain +1 whenever pain or fear requires you act under pressure. Your nearby allies also gain this bonus against pain and fear, as long as you keep it together.
Weapon Master: When you take possession of a new weapon you may add, remove, or change one tag. This change only applies for you. When you get this move, apply it to all your current weapons.
The Hard Case
You get this:
Unstoppable: When you spend Luck to avoid harm you are about to suffer, additionally remove all harm you had already suffered. Once per mystery, when you are about to take major damage (2 harm or more), change it to just 1 harm.
Then pick two of these:
FINISH HIM!: Whenever you inflict a massive injury (3 harm or more), you may immediately follow up with another attack. Roll +Tough. On a 10+, double the harm you cause. On a 7-9, you inflict 1 harm extra. On a miss, you leave yourself open and vulnerable.
Weapon Master: When you take possession of a new weapon, you may change or remove one tag when you are using it (eg. 'heavy' becomes 'ignore-armour', or 'unreliable' is removed). The changed tag only applies for you. When you get this move, apply it to all your current weapons.
Aim For The Weak Spot: Your unarmed and hand weapon attacks all get the 'ignore-armour' tag.
Inspired Guesswork: Once per mystery, when you observe a monster in action, you may investigate a mystery to discover its powers, motivations, or weaknesses. It works even if what you asked about wasn't displayed; you work it out by deduction (or guessing).
Come Get Some: You can challenge your foes to fight you alone, maybe in words or maybe just by being the biggest and baddest in the team. Roll +Tough. On a 10+, they all go for you. On a 7-9, they go for you, mainly, but maybe one or two of your comrades are getting marked too. On a miss, they come for you harder than you expected.
Property Damage: You can smash your way through almost anything. If it is at all possible to destroy an inanimate object with the tools at your disposal, you can roll +Sharp to work out how. On a 10+, you can pulverize it, no trouble. On a 7-9, it will either take a long time, or you can't break it all down - your choice. On a miss, you hurt yourself getting it done, or get trapped in a bad spot.
The Hex
You get this:
Bad Luck Charm: Whenever you use magic and miss, the backlash never affects you directly if there's someone else around to hit. It'll go for allies, other hunters, and innocent bystanders. Sometimes, every so often, it might even hit an enemy.
Then pick two of these:
Burn Everything: When you use magic to inflict harm, you can choose to inflict (3 harm, area, magic, obvious) or (3 harm, ignore-armour, magic, obvious).
Cast the Bones: Once per mystery, you may perform some kind of divination (tarot, casting the runes, reading entrails, or something like that) to glean information about the future. When you do, roll +Sharp. On a 10+ hold 2, on a 7-9 hold 1. On a miss, you get some information, but it's not what you want to hear. Spend the hold 1-for-1 to ask any question from the investigate a mystery list, or from the following list:
  • What can I gain from this person/place/thing/creature?
  • Who has touched this person/place/thing/creature before me?
The Keeper will answer truthfully, with either a direct answer or how to find out more.
Current Hold:
Force of Will: When you apply your will to dispelling a magical effect, blocking a spell, or suspending a Phenomenon, roll +Weird. On a hit, momentary magics are cancelled completely, and long-lasting spells and effects are suspended temporarily. On a 10+, you can also spend Luck to instantly snuff out a powerful spell or strange effect. On a 7-9, you take 1 harm as the strain of dismissing magic unravels you.
Luck of the Damned: After you use magic or cast a rote, take +1 forward.
Sympathetic Token: As long as you carry a personal object belonging to someone, such as a lock of hair, a full set of toenails, or a treasured family heirloom, you get +1 ongoing to use magic against them. You can also use magic against them at a distance. If you miss, the token is lost, destroyed, or loses its power.
This Might Sting: You can use magic to heal 3 harm, but the process is exceptionally painful. On a 7-9, it also leaves a gnarly scar.
Wise Soul: Whenever you use magic, right before you roll, you can ask the Keeper what exactly would happen on a miss. If you dislike the risk, you can stop at the last second, and let the spell fizzle harmlessly. All of the effort is wasted.
The Initiate
You get this one:
Then pick three of these:
  • Have a useful object ready.
  • Be somewhere you are needed, just in time.
  • Take +1 forward, or give +1 forward to another hunter.
  • Preemptively warn someone about an attack, so that it doesn't happen.
Current Hold:
The Luchador
You get this:
Signature Move: Like every great wrestler, you have perfected a signature move for the ring. It works outside the ring as well. When you unleash your signature move on something, roll +Tough. On a 10+, you do 2 harm and take +1 forward. On a 7-9, you do 1 harm and take +1 forward. On a miss, your opponent counters the move.
Then pick two of these:
Master Técnico: When fighting unarmed, you get +1 to kick some ass and help out.
Intensive Training: Take +1 Tough (max +3).
Noble Heroism: When you successfully protect someone, give a nearby hunter +1 forward.
Consummate Athlete: You get +1 ongoing for vigorous physical feats (outside of combat).
Machismo!: Hah! You think that really hurt? By force of will, you can ignore pain and injury. When you suffer harm and just tough it out, roll +Cool. On a 10+, you heal 1 harm and gain +1 forward. On a 7-9, you heal 1 harm. On a miss, pretending to be tough you suffer 1 extra harm, in an embarrassing way if possible.
Daredevil Move: You can attempt a tricky, high risk manoeuver to gain an advantage on an opponent. Roll +Tough. On a 10+ pick three, on a 7-9, pick one:
  • Interrupt a move someone or something else is making, so they can't do it yet.
  • Take +1 forward.
  • Give another hunter +1 forward.
  • Inflict 2 harm if you are unarmed, and your weapon's harm if you are armed.
  • You don't suffer harm in return.
On a miss, you suffer 1 harm from your failed move, and leave yourself open to your foes.
Inspiring Speech: When you rally a group with your ringside style, roll +Charm. On a 10+, they are pumped and ready to risk life and limb for the cause. On a 7-9, they are ready to pitch in their help, as long as there is little personal risk. Choose one thing for them to do:
  • Act as an angry mob, unleashed at the target you name.
  • Be a vigilant watch force.
  • Go wherever you tell them to.
  • Help construct a trap.
On a miss, you lose face with the bystanders.
Sly Rudo: When you fight, you fight dirty. When you inflict harm on a monster, you can lure it into a trick. Roll +Sharp. On a 10+, the monster really fell for it, inflict +1 harm and +1 ongoing vs. the monster. On a 7-9, the monster fell for it, inflict +1 harm. On a miss, your trick backfires.
Fan Following: Your exploits in the ring have not gone unnoticed. When you contact a devoted fan to help you with a mystery, roll +Charm. On a 10+, they're available and helpful - they can fix something, give you a lift, or do some other favour. On a 7-9, they're prepared to help, but it's either going to take some time or you're going to have to do part of it yourself. On a miss, you burn some bridges.
The Meddling Kid
Pick three of these:
Unmasked!: When you have a monster captured or at bay, you may explain it is not a monster after all but a specific person in a mask. You must explain the real reason for all the seemingly supernatural events you have seen, and how the villain was behind them. When you reveal the culprit, roll +Sharp. On a 10+, your deduction is correct and it really is that person in a mask! On a 7-9, the Keeper must choose one of:
  • This really is a monster, but the named bystander was secretly their ally all along.
  • You are correct, but while you talked, they found a way to attempt an escape.
  • The explanation for all the events is correct but you picked the wrong person; when you unmask them, the villain is someone unexpected.
On a miss, the monster gets an opportunity to create chaos while you explain your (incorrect) deductions.
Power Snack: When you take the time to eat your chosen snacks and really enjoy them, take +1 forward. My power snack is:
Wallop!: When you use an improvised weapon to attack something, you may choose one of these extra effects:
  • Momentarily stun them with a blow to the head.
  • Trip or entangle them.
  • Inflict +1 harm but the improvised weapon breaks.
It's A Trap!: When you make a trap to capture a monster or minion, roll +Sharp. On a hit, you capture something! On a 10+, you can choose one of these extra effects:
  • It will take some time for the victim to get free.
  • The trap inflicts harm (as an improvised weapon).
  • The trap may be reset and reused later. Roll the move again when you do so, with +1 forward.
Tell Me The Truth!: When you are questioning somebody to investigate a mystery, you may ask questions from the following list as well as from the usual list:
  • Who has something to gain from this situation?
  • What are you plotting?
  • Are you lying to me?
  • Who knows about _____?
Run Away!: When you decide to get out of a bad situation, you can get away just fine. Unfortunately you will end up somewhere just as bad, that is important to the current mystery.
A Pleasant and Friendly Manner: When you politely manipulate someone, your impeccable manners always count as a reason for the person to do what you say.
Best Bud!: You have an animal ally to help you solve mysteries. They can talk, but with a heavy accent (most people don’t understand).
b>Hard Head!: Any time you suffer harm from an attack, you may choose to take 0-harm. You instead are knocked out for a few minutes.
The Monstrous
Pick two of these:

Current Hold:
The Mundane
Pick three of these:
:
  • They ask you a hard question first.
  • They stall and dither a while.
  • They have a 'better' idea.
On a Miss, they think you're crazy, and maybe dangerous too.
  • Inflict 1 harm.
  • Reduce someone's harm suffered by 1.
  • Take +2 forward on an act under pressure roll.
Current Hold:
The Pararomantic
You get this:
Supernatural Guide: You have a (most likely intimate) connection to some supernatural being who is your guide into the world beyond. Choose if your relationship is secret or not: Determine what kind of creature your Guide is and how your relationship works. Say what kind of power they possess. The Keeper will decide how it works and define your Guide as a threat.If your Guide is another hunter, determine together how your relationship works. Whenever you would roll +Weird, you can roll +Charm instead, by channeling the power of your Bond. When you do so and miss, in addition to the usual consequences, you and your Guide suffer as when you miss a roll for Bond Abuse.
Then pick two of these:
Bonding Time: If you spend some quality time with your Guide instead of working on the current mystery, you can roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to:
  • Erase one used Relationship Status mark.
  • Use a Pararomantic move you haven't picked.
  • Receive a gift from your Guide.
  • Take +1 forward.
Current Hold:
Dark Desires: You may use manipulate someone on monsters, as long as you are using emotional ties.
The Power of Love: When you use help someone to help your Guide, don't roll +Cool. You automatically help as though you'd rolled a 10. If your Guide is another hunter, the same applies when they use help someone to help you.
Do As The Supernatural Do: You can take an unnatural move from your Guide's playbook (if they are a hunter). If they are a monster, choose a move from a suitable supernatural playbook. The Keeper may offer you a custom move instead.
I Am Theirs And They Are Mine: Whenever you are in danger, your Guide knows it. If your Guide is suffering harm (and it's feasible), you can spend Luck to redirect the attack onto yourself as if you have rolled 10+ with protect someone. If you are suffering harm, you can decide that your Guide has protected you and is suffering this harm instead. If you choose this, roll for Bond Abuse.
Monster Empathy: When you try to work out what a supernatural creature desires, roll +Charm. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 to ask the following questions - the Keeper will answer honestly:
  • What do they most desire?
  • What would they accept as good enough for now?
  • What would distract them?
Current Hold:
Spirit Touched: Your experiences have made you sensitive to the supernatural. When you sense magical things, roll +Weird. On a 10+, you can sense them fully. On a 7-9, choose: either sense them fully but they notice you too, or you sense only impressions.
The Professional
You get this:
When you deal with the agency, requesting help or gear, or making excuses for a failure, roll +Sharp. On a 10+, you're good - your request for gear or personell is okayed, or your slip-up goes unnoticed. On a 7-9, things aren't so great. You might get chewed out by your superiors, and there'll be fallout, but you get what you need for the job. On a miss, you screwed up; you might be suspended, or under investigation, or just in the doghouse. You certainly aren't going to get any help until you sort it all out.
Then pick three of these:
  • Good things: roomy; surveillance gear; fast; stealthy; intimidating; classic; medical kit; sleeping space; toolkit; concealed weapons; anonymous; armoured (+1 armour inside); tough; monster cage.
  • Bad things: loud; obvious; temperamental; beaten-up; gas-guzzler; uncomfortable; slow; old.
The Searcher
You get this:
First Encounter: One strange event started you down this path, sparking your need to discover the truth behind the unexplained. Decide what that event was, pick a category below and take the associated move. Then tell everyone what happened to you (or someone close to you).
Unused
Cryptid Sighting: You take note of any reports of strange creatures. Whenever you first see a new type of creature, you may immediately ask one of the investigate a mystery questions.
Zone of Strangeness: Things are not fixed. You never need to act under pressure when supernatural forces alter the environment around you, and you get protection (2 armour) against harm from sudden changes to the laws of physics.
Psychic Event: Your mind is awakened. You may act under pressure to use the sensitive weird move, or (if you already have sensitive) the empath weird move.
Higher Power: Something looks out for you. You start with an extra Luck point.
Strange Dangers: You are always watching for hazards. When you have no armour, you still count as having protection (1 armour).
Abduction: They taught you hidden knowledge. Gain +1 to any move when you research strange or ancient secrets to do it.
Cosmic Insight: You have encompassed the soul of the universe. You never need to act under pressure due to feelings of fear, despair, or isolation.
Then pick two of these:
Prepared to Defend: Even truth-seekers need to fight sometimes. Whenever you suffer harm when you kick some ass or protect someone, you suffer 1 harm less.
Fellow Believer: People understand you've also known strangeness. Bystanders will talk to you about weird things they would not trust another hunter (or a mundane official) to believe.
Guardian: You have a mystical ally (perhaps a spirit, alien, or cryptid) who helps and defends you. Define them, and their powers, with the Keeper's agreement. Their look is one of: invisible, an intangible spirit thing, a weird creature, disguised as an animal, or disguised as a person.
Just Another Day: When you have to act under pressure due to a monster, phenomenon, or mystical effect, you may roll +Weird instead of +Cool.
Network: You may gain an ally group of others who had experiences similar to your First Encounter - perhaps they're a support group or a hobbyist club. Detail up to five members with useful skills related to what happened to them (none are up for fighting monsters).
Ockham's Broadsword: When you first encounter something strange, you may ask the Keeper what sort of thing it is. They will tell you if it (or the cause) is: natural, an unnatural creature, a weird phenomenon, or a person. You gain +1 forward dealing with it.
The Things I've Seen: When you encounter a creature or phenomenon, you may declare that you have seen it before. The Keeper may ask you some questions about that encounter, and will then tell you one useful fact you learned and one danger you need to watch out for (maybe right now).
The Sidekick
You get this:
There's no 'I' in 'Team': You get +1 ongoing to help out; +2 ongoing, if you are helping out your hero.
Then pick two of these:
Caddy: You carry all your hero's stuff around. That means you can use anything from their gear list, unless they are currently holding it. Plus, if the item is not unique, you carry spares. For anything like that, you can use one of the spares even if your hero is currently using it.
As You Wish: Mark experience whenever your hero orders or requests that you do something you don't want to do, and you go ahead and do it.
Bodyguard: If something bad is going to happen to your hero, your comrades, or a bystander, and you are right there, you may throw yourself in harm's way. Whatever was going to happen to them happens to you instead.
Me Too!: If your hero makes a roll for a move, and you copy what they did (i.e. the same move), you may choose not to roll. Instead, use the outcome of your hero's roll.
I Can Make You Look Good: If you help out your hero, you may choose to change the outcome of your dice roll with the outcome of their original dice roll.
Journeyman (or Journeywoman): Take a move that your hero has. Add it to your "Other Moves" section, below.
The Snoop
Pick three of these:
\"What Does That Feel Like?\": When you put your camera/microphone right in a person's face, they automatically break off whatever they are doing. They might go right back to it after they deal with you, but you'll create enough time for everyone else to act in the meantime.
Minor Celebrity: At the beginning of each mystery, roll +Weird. On a 10+ hold 2, on a 7-9 hold 1. Spend your hold 1-for-1 during the mystery to have someone you meet know of you in a positive light (maybe they read your blog, listen to your podcast, or watch your Internet/TV show, etc). You may end up getting asked for autographs or given 'hot' leads, too.
Current Hold:
We'll Fix It In Post: You can use anything you could conceivably have recorded as evidence for investigate a mystery, allowing you to check previous interviews, attack sites, and so on, from the comfort of your laptop.
I'm A Reporter!: When you investigate a mystery by talking to witnesses, interviewing locals, or anything else requiring interpersonal skills, roll +Charm instead of +Sharp.
Truthiness: Whatever you tell a normal person, they'll accept that you think it's true. If it's far out, they might think you're crazy, but they won't think you're lying.
The Mojo Wire: When you read all the current news feeds looking for the weird and crazy stuff, take +1 forward.
Relaxed Producer: You're employed, with a regular paycheck and little or no oversight. As long as you send in a story every few days, no matter how bizarre, you're set. Every now and again, they'll send you somewhere in particular, and when that happens it usually involves supernatural activity; unless they need human interest, in which case it will be a kitten show or agricultural fair or something.
The Spell-Slinger
Pick three of these:
  • Fizzle: The preparations and materials for the spell are ruined. You'll have to start over from scratch with the prep time doubled.
  • This Is Gonna Suck: The effect happens, but you trigger all of the listed glitches but one. You pick the one you avoid.

Current Hold:
The Spooktacular
Pick two of these:
The Spooky
Pick three of these:
  • The target contracts a disease.
  • The target immediately suffers harm (2 harm, magic, ignore-armour).
  • The target breaks something precious or important.
  • Where is the creature right now?
  • What is it planning to do right now?
  • Who is it going to attack next?
  • Who does it regard as the biggest threat?
  • How can I attract its attention?
Current Hold:
  • Interfere with a hunter, giving them -1 forward.
  • Help a hunter, giving them +1 forward, by interfering with their enemy.
  • Interfere with what a monster, minion, or bystander is trying to do.
  • Inflict 1 harm on the target due to an accident.
  • The target finds something you left for them.
  • The target loses something that you will soon find.
Current Hold:
The Summoned
You get this:
Freakish: You're weird, and people react badly. You cannot use manipulate someone on a person until you prove yourself to them first (this includes the other hunters, and it's up to them to decide when you have proved yourself). Until then, people will just try to get away from you. You can spend Luck to have a person take to you. Don't roll manipulate someone; they act as though you'd rolled a 12. On the other hand, you can use manipulate someone on monsters that can reason and talk (but they always want something really bad).
Then pick two of these:
What Are You Looking At?: When you talk to a monster (capable of reason and speech), they will recognize you and your potential. If you ask them what they know, pick one for the Keeper to reveal:
  • Tell me something about where I'm from.
  • Tell me something about my destiny.
  • Tell me something about who I really am.
  • Tell me something about the Apocalypse.
Should I Feel That?: Your body has 2 armour. This does not stack with any other armour.
Mayhem!: When you grab a nearby large object and use it as an improvised weapon, first determine how much damage it will do.Guidelines:
  • Fire extinguisher, fence post, furniture, etc: 2 harm
  • Motorcycle, lamppost, masonry chunk, etc: 3 harm
  • Car, dumpster, boulder, etc: 4 harm
  • Bus, truck, wall, etc: 5 harm
After you inflict harm with it (with a kick some ass roll or otherwise), roll +harm your weapon actually caused. On a miss, you use it without trouble. On a 7-9 pick one side effect, on a 10+ pick two:
  • You hurt someone nearby as well as your target.
  • You make something about the situation worse.
  • You lose control of your improvised weapon.
  • You cause massive property damage.
  • Your improvised weapon breaks.
Absolute Badass: Take +1 Tough (max +3).
Screw You: Spend Luck to get +1 ongoing vs. one particular monster. This lasts until that monster is dead.
Whatever: Spend Luck to get +1 Tough for the remainder of the current mystery (max +4).
Why So Serious?: If you cap off a move with an appropriate one-liner, the team gets +1 forward (so the next hunter who makes a roll gets +1).


The Traveler
You get this:
Servant of Technology: You are extremely dependent on technology, having difficulties in relating to the supernatural. You get -1 ongoing to use magic or any other moves related to the supernatural or magic.
Then pick three of these:
Butterfly Effect: At the beginning of each mystery, choose one rating to receive +1 (max +3) and another to receive -1 (min -2) during this mystery. These actions disturb the spacetime and the oscillations of their characteristics is a reflection of that.
Historian: When you investigate a mystery or read a bad situation, you can choose to ask \"Why does this seem familiar?\" as one of the questions. If possible, the Keeper will describe how a similar situation has happened in the past or future history of the world.
Inventor: If you want to build, repair, or study a device, the Keeper will tell you how long it will take and what equipment will be needed.
Prescience: Attacks that can cause your death pop up in your memory. When you take harm and become unstable, you may roll +Weird. On a 10+, you remembered the attack and were able to avoid it completely. On a 7-9, the memory took time to emerge, take 1 harm less or don't become unstable. On a miss, the memory was incorrect and your avoidance made you unbalanced; in addition to the harm, you take -1 forward.
Neural Implants: When you need to do something that requires specific training, such as defusing a bomb or flying a helicopter, you already have the information implanted in your brain. You still need to act under pressure, but you know what to do.
Sufficiently Advanced Technology: You can reproduce the effects of the move use magic with technological tools. You do not roll dice for this, but you must choose an effect and a glitch. This is not magic, so the effect will not have the magic tag and will not work on things affected only by magic. The Keeper may ask for one or more requirements to achieve the effect.
No Paradoxes: When you say why something should happen to guarantee the future, you can help another hunter and give +1 to their roll, as if you had rolled a 10+ on help out. You still need to describe how you are helping.
Android/Cyborg: You have cybernetic implants or maybe you're half a machine. In addition to superhuman strength, your punches and kicks are attacks with (3 harm, contact).
Psychic Paper: You get +1 ongoing in rolls to avoid being detected or remaining unnoticed. You also get +1 ongoing when you manipulate someone by pretending to be someone else.
The Wronged
You get this:
I Know My Prey: You get +1 ongoing when knowingly investigating, pursuing, or fighting the breed of monster that caused your loss.
Then pick two of these:
  • Stabilize the injury but the patient take -1 forward.
  • Heal 1 harm and stabilize for now, but it will return as 2 harm and become unstable again later.
  • Heal 1 harm and stabilize but the patient takes -1 ongoing until it's fixed properly.
Advanced Hex Moves
All
Unused
When you take the corresponding Improvement, choose one of these:
Apotheosis: You become a terrifying fount of mystical power. Once per mystery, after you suffer loss or harm, you may enter a state where you have both immense power and zero interest in the well-being of others. While in this state, all of the following are true:
  • You can fly.
  • Use +Weird to kick some ass instead of +Tough. For this, you use innate magic as a weapon with (3 harm and any properties you choose).
  • Ignore the component costs of your rotes.
  • Ignore one requirement of every spell you cast with use magic.
  • You have +1 ongoing to do everything.
  • You cannot use the protect someone move.
  • You have all the Temptations, and you have to indulge them whenever a good opportunity presents itself.
  • When you try to resist a Temnptation, roll +Cool. On a 10+, Apotheosis ends. On a 7-9, it ends with you doing something dangerous or cruel. On a miss, it ends only after you harm someone (or something) you love.
Synthesis: You manage to conciliate your dark power with your moral impulses. You lose your Temptation. Whenever you use magic to help out or protect someone, you mark experience. Mark a second experience if you do it at the expense of your own safety.
Rotes
Rotes
Instructions
Whenever you use magic, you can decide afterwards that a particular spell is a Rote that you know. You know how to cast it off the top of your head. Write down in detail the name of the Rote, what it requires, and what it does on a 10+, a 7-9, and a miss. A Rote is a bit more powerful than a basic use magic spell; its glitches are less onerous and its effect may be a little bigger. Unlike regular use magic, the cost and consequences for failing a Rote are known to you in advance.Choose two fixed requirements for each Rote from this list:
  • Magic words and ritual gestures.
  • An object of power (wand, talisman, orb, staff, etc) which must be wielded.
  • An expendable component such as sulfur, sage, or incense, which must be burned, blown, destroyed or scattered during the casting.
  • Runes or symbols written or engraved on a surface (which must be prepared).
  • A spilling of blood (1 harm to you or a willing participant).
After you cast it for the first time, treat each Rote as a custom move - a specialised version of use magic, which is built with the Keeper.
List of Rotes
Instructions
You start out knowing up to one Rote, which you can choose when creating your character or during play. You can learn more by taking corresponding Improvements. When you do, you can choose the new Rote right away or in play.You roll +Weird to cast a Rote, which requires you to have the needed items at hand and the ability to physically use them.
Edit
Rote Name Requirements Effects
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Other Moves
:
Edit
Name:
Description:
:

  

Instructions

Natural Attacks
All
Unused
(pick one base and one extra, or pick two bases):
Base: teeth (3 harm, intimate)
Base: claws (2 harm, hand)
Base: magical force (1 harm, magical, close)
Base: life-drain (1 harm, intimate, life-drain)
Extra: add +1 harm to a base
Extra: add ignore-armour to a base
Extra: Add an extra range to a base (intimate, hand, or close)
Gear
All
Unused
Edit
Description:
You have toolkits containing everything you need for your normal science, engineering, and analysis tasks. You also get two science weapons. If you want, you can have Science Armour worth 1-armour. The "batteries" tag is like "reload": the weapon is liable to run out of power at bad moments. (pick two)
Lightning Gun (3-harm close loud electricity batteries)
Portable Particle Accelerator (3-harm close messy area batteries)
Laser Cannon (2-harm far quiet batteries)
Net Launcher (0-harm close entangling)
Scalpel (1-harm hand)
Force Knife (2-harm hand batteries)
Tranquiliser Rifle (1-harm close sedating)
Stun-ray Pistol (0-harm close sedating)
Autonomous Drone (2-harm far autonomous)
Atomic Pistol (3-harm close radiation)

Instructions

Net Launcher (0-harm close entangling)
Force Knife (2-harm hand batteries)
Stun-ray Pistol (0-harm close sedating)
Autonomous Drone (2-harm far autonomous)
Atomic Pistol (3-harm close radiation)




Protective gear worth 1 armour (optional)
 
Special Weapon
Design your weapon by choosing a Form, three Business-end options (which are added to the base tags), and a material that the business-end is made from.

Form  (pick one):
Business-end  (pick three):
Artifact (+magic)
Spikes (+1 harm, +messy)
Blade (+1 harm)
Heavy (+1 harm)
Long (+close)
Throwable (+close)
Material  (pick one):



Effective Weapons  (pick three):












.22 revolver (1 harm, close, reload, small)
.38 revolver (2 harm, close, reload, loud)
9mm (2 harm, close, loud)
Shotgun (3 harm, close, messy)
Hunting rifle (2 harm, far, loud)
Big knife (1 harm, hand)
Baseball bat (1 harm, hand)
Submachinegun (2 harm, close, reload, area)
Assault rifle (3 harm, close/far, area)



Divine Armour (1 armour, holy) with a look suited to your divine origin
Divine Weapon  (pick one):
Flaming sword (3 harm, hand, fire, holy)
Thunder hammer (3 harm, hand, stun, holy)
Razor whip (3 harm, hand, area, messy, holy)
Five demon bag (3 harm, close, magic, holy)
Silver trident (3 harm, hand, silver, holy)

Ancient Armour (0 armour or, 1 armour) appropriate to your origin.
Whatever you were carrying when you were transported; most likely a monster-hunting kit in some easy-to-carry bag appropriate to your origin
Ancient Weapons  (pick three):
Sword (2 harm, hand, messy)
Axe (2 harm, hand, messy)
Spear (2 harm, hand/close)
Big sword (3 harm, hand, messy, heavy)
Poleaxe (3 harm, hand, messy, heavy)
Shield (1 harm, hand, 1 armour)
Silver knife (1 harm, hand, silver)
Bow (2 harm, close)/(1 harm, far)
Crossbow (2 harm, close, slow)
Handgonne (1 harm, hand/close, loud, volatile, smokey, reload)
Arquebus (2 harm, close, loud volatile, smokey, heavy, reload)
Big knife (1 harm, hand)
Cudgel (1 harm, hand)
Martial arts (1 harm, hand)
Monster-slaying Weapons  (pick three):








Normal Weapon  (pick one):
Hidden Weapons  (pick two):

Recording Devices  (pick two):
Night vision camera
Tiny digital video camera
Film camera (8mm or 16mm)
Digital sound recorder
Cassette tape recorder
Remote-controlled camera drone
Laser microphone
SLR camera
 (pick two):
 ( ):
  :
 (pick one):
Brass knuckles (1 harm, hand, small)
.38 revolver (2 harm, close, reload, loud)
9mm (2 harm, close, loud)
Magnum (3 harm, close, reload, loud)
Shotgun (3 harm, close, messy, loud)
Switchblade (1-harm, hand, small)
Hard Case Weapons  (pick one):
Crowbar (2 harm, hand, messy)
Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)
Automatic shotgun (3 harm, close, loud, reload, auto)
Huge knife (2 harm, hand, messy)
Hand cannon (3 harm, close, loud)
Submachinegun (2 harm, close, reload, auto)
Battered assault rifle (3 harm, close/far, auto)
Normal Weapons  (pick two):
.38 revolver (2 harm, close, reload, loud)
Shotgun (3 harm, close, messy, loud)
Hunting rifle (2 harm, far, loud)
9mm (2 harm, close, loud)
Big knife (1 harm, hand)
Magnum (3 harm, close, reload, loud)
You get one Hard Case weapon, one vehicle, one other, and whatever you got from your Hard Knocks.
Hard Case Weapons  (pick one):
Ancient sword (2-harm hand valuable balanced holy)
Auto shotgun (3-harm close load reload area)
Battered assault rifle (3-harm close/far area loud)
Chainsaw (3-harm hand unreliable messy heavy)
Crowbar (2-harm hand messy innocuous)
Hand cannon (3-harm close loud)
Huge fucking knife (2-harm hand messy)
Normal Weapons  (pick two):
Shotgun (3-harm close messy)
Hunting rifle (2-harm far loud)
Pistol (2-harm close)
Big knife (1-harm hand)
Vehicles  (pick one):
Pickup
Motorbike
Muscle car
Sportscar
Other items  (pick one):
Concealed armour (1-armour hidden)
Heavy armour (2-armour heavy)
Firewater (once per mystery, drink it to mark 1 Fire)
Bag of cash (untraceable)
Ghost detector (unreliable)
A bunch of old monster hunting journals
A spell formula, written on a napkin
Any magical items or amulets that you use to perform magic
Wizardly Weapons  (pick two):
.38 revolver (2 harm, close, reload, loud)
Shotgun (3 harm, close, messy, loud)
Athame (2 harm, hand, magic, silver)
Shillelagh (1 harm, hand, balanced)
Crossbow (2 harm, close, slow)
Staff (1 harm, hand, balanced, large)

Old-fashioned Armour (1 armour, heavy)
Old-fashioned Weapons
 (If the Sect has Fighting arts or Obsolete gear, pick three; otherwise pick two):
Sword (2 harm, hand, messy)
Axe (2 harm, hand, messy)
Big sword (3 harm, hand, messy, heavy)
Big axe (3 harm, hand, messy, slow, heavy)
Silver knife (1 harm, hand, silver)
Fighting sticks (1 harm, hand, quick)
Spear (2 harm, hand/close)
Mace (2 harm, hand, messy)
Crossbow (2 harm, close, slow)
Modern Weapons
 (If Sect has Modernised or Nifty gadgets, pick two; otherwise pick one):
.38 revolver (2 harm, hand, close, reload, loud)
9mm (2 harm, close, loud)
Sniper rifle (3 harm, far)
Magnum (3 harm, close, reload, loud)
Shotgun (3 harm, close, messy)












Normal Weapons  (pick two):
.38 revolver (2 harm, close, reload, loud)
9mm (2 harm, close, loud)
Shotgun (3 harm, close, messy, loud)
Heavy chain (2 harm, hand, area)
Sledgehammer (3 harm, hand, messy)
Big knife (1 harm, hand)
Brass knuckles (1 harm, hand, stealthy)
Stylish Vehicle  (pick one):
Foreign sports car
Giant off-road vehicle
Limo and chauffeur
Tricked out motorcycle
Van with custom paint job
Mystery-solving Gadgets  (pick three):
Magnifying glass
Microscope
A van
Library card
Chemistry kit
A set of walkie-talkies
Fingerprint kit
Camera
Bag of snacks
Toolbox
Tape recorder
Disguise kit
(Optional) Handy Weapon  (pick one):
.38 revolver (2 harm, close, reload, loud)
9mm (2 harm, close, loud)
Magnum (3 harm, close, reload, loud)
Shotgun (3 harm, close, messy)
Big knife (1 harm, hand)
Brass knuckles (1 harm, hand, quiet, small)
Sword (2 harm, hand, messy)
Huge sword (3 harm, hand, heavy)
Mundane Weapons  (pick two):
Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)
Pocket knife or multitool (1 harm, hand, useful, small)
Small handgun (2 harm, close, loud, reload)
Hunting rifle (3 harm, far, loud, reload)
Sledge-hammer or fire axe (3 harm, hand, messy)
Nunchuks (2 harm, hand, area)
Means of Transport  (pick one):
Skateboard
Bicycle
Fairly new car in decent condition
Classic car in terrible condition
Motorcycle
Van






Normal Equipment  (pick two):
Golf club, baseball bat, cricket bat, or hockey stick (2 harm, hand, innocuous, messy)
Pocket knife or multitool (1 harm, hand, useful, small)
Small handgun (2 harm, close, loud, reload)
Bicycle
Fairly new car in decent condition
Motorcycle
Gift from your Guide, which must be periodically recharged by interactions with them  (pick one):
Part of their body, eg. a vial of blood, lock of hair, tears in a phial, fairy dust, etc. It either helps you heal, or counts as a weakness against a specific kind of monster.
Piece of jewelry, eg. a golden ring, tribal pendant, silver locket, etc. It either provides armour (1 armour, magic) or protects you from the powers of a specific kind of monster.
A memento of the time when they were human, eg. a portrait/photo from life, diary, favourite hat, doll, lighter, etc. It provides +1 to Bond Abuse rolls.
A strange or antique weapon, eg. a family sword, ancient staff, holy mace (2 harm, hand, messy), etc. Additionally, add '+magic', '+silver', '+holy', or '+iron' tag to the weapon.
Armour  (pick one):
Flak vest (1 armour, hidden)
Combat armour (2 armour, heavy)
Serious Weapons  (pick one):
Assault rifle (3 harm, far, area, loud, reload)
Grenade launcher (4 harm, far, area, messy, loud, reload)
Sniper rifle (4 harm, far)
Grenades (4 harm, close, area, messy, loud)
Submachine gun (3 harm, close, area, loud, reload)
Normal Weapons  (pick two):
.38 revolver (2 harm, close, reload, loud)
9mm (2 harm, close, loud)
Hunting rifle (2 harm, far, loud)
Shotgun (3 harm, close, messy)
Big knife (1 harm, hand)
A laptop, a camera, and binoculars, plus:
A car
A motorcycle
Investigation Tools  (pick two):
A bag of cameras and microphones
Forensic tools
Ghost hunting tools
Scientific measuring tools
Cryptid hunting gear
Historical documents and witness reports of strange events
Maps, blueprints, and building reports for significant places
Self-defence Weapons  (pick one):
Walking stick (1 harm, hand, innocuous)
Small handgun (2 harm, close, reload, loud)
Small knife (1 harm, hand, messy)
Martial arts training (1 harm, hand, innocuous)
Incapacitating spray (0 harm, hand, irritating)
Heavy flashlight (1 harm, hand, innocuous)
Hero's Weapon (from your hero's gear options):
Sidekick Weapons  (pick two):
.38 revolver (2 harm, close, reload, loud)
Shotgun (3 harm, close, messy, loud)
Baseball bat (2 harm, hand)
9mm (2 harm, close, loud)
Big knife (1 harm, hand)
A laptop
Recording Devices  (pick three):
Digital video camera
Tiny digital video camera
Film camera (8mm or 16mm)
Digital sound recorder
Cassette tape recorder
Infrared video camera
Pro sound gear with boom mike
Remote controlled camera drone
Starlight camera
Steadicam rig
Laser microphone
SLR camera
Nice smartphone
Detectors  (pick two):
Electromagnetic field detector
Temperature fluctuation detector
Ouija board
Humidity meter
Dowsing rods
Chemistry test kit
Metal detector
Compass
GPS receiver
Laser rangefinder
Pendulum
Tarot deck
Subtle Weapons  (pick one):
Stun Gun (1 harm, hand, stun)
Handgun (2 harm, close, loud)
Knife (1 harm, hand, hidden)
Multitool/pocket knife (1 harm, hand, hidden, useful)
Baseball/cricket bat (2 harm, hand, innocuous, messy)
Backup Weapon  (pick one):
Old revolver (2 harm, close, reload, loud)
Ritual knife (1 harm, hand)
Heirloom sword (2 harm, hand, messy)
You get one dangerous tool, one vehicle, one mystical item, and all the paraphernalia.
Camp Tools (pick one)
Pocket knife or multitool (1-harm hand useful small).
Hammer (1-harm hand useful messy).
Crowbar (2-harm hand useful messy).
Baseball bat or similar (2-harm hand).
Hatchet (2-harm hand messy).
Sock full of coins (1-harm hand stun).
Vehicles (pick one)
Pickup.
Van.
Truck.
Motorcycle & Sidecar.
Mystical Items (pick one)
Ghost Shades. Sunglasses that can see into the spirit world.
Really Big Plush Dog (Animated). Somehow this came to life. It’s kind of like a regular dog?
Returning 100. Spend this hundred dollar bill, and it will come back in a day or so.
Scamulet. Heats up whenever someone’s running a scam on you.
Wizard Tent. Worn and crappy on the outside, big and luxurious on the inside.
Paraphernalia
You have all of this crap: Tickets to a show, Snack vouchers, Decks of cards, Pairs of dice, Magic trick props, Camping gear, Makeup, Costume accessories.
Any magical items or amulets that you use to invoke your powers
Normal Weapons  (pick two):
.38 revolver (2 harm, close, reload, loud)
9mm (2 harm, close, loud)
Hunting rifle (2 harm, far, loud)
Shotgun (3 harm, close, messy)
Big knife (1 harm, hand)
Huge Weapon  (pick one):
Super hand cannon (4 harm, close, heavy, loud, reload)
Machinegun (3 harm, close, auto, heavy, messy, loud, reload)
Rocket launcher (4 harm, far, area, heavy, messy, loud, reload)
Gigantic Hellsword (4 harm, hand, heavy, messy, magic)
Automatic shotgun (3 harm, close, auto, heavy, loud, reload)
Red right hand (3 harm, hand, magic)
Heavy Weapons  (pick two):
Sledgehammer (3 harm, hand, heavy, messy)
Big sword (3 harm, hand, heavy, messy)
Big axe (3 harm, hand, heavy, messy)
Magnum (3 harm, close, loud, reload)
Shotgun (3 harm, close, messy, loud, reload)

Technological Devices  (pick two):
Photonic Binoculars: Able to see in total darkness and in different spectra, including infrared
Sonic Screwdriver: Able to repair, or damage, simple mechanical and electronic devices (eg. radios, locks, weapons etc)
Travel Guide: A small electronic book containing all human historical knowledge up to the present era
Portable Laboratory: A small device capable of diagnosing diseases, poisons and abnormal conditions from a drop of blood or similar input
Universal Locator: Indicates the exact position in time and space. Can only be blocked with magic or high levels of radiation
Hologram Projector: Projects a person-sized hologram (recorded or live) that looks real until touched
Instant Translator: Ensures speech and understanding of any natural language (does not work with magic or supernatural languages)
Protective Weapons  (pick one):
Machete (1 harm, contact)
Common revolver (2 harm, close, loud, reload)
Shotgun (3 harm, close, messy, loud, reload)
Light futuristic weapon (1 harm, add 1 range tag and 3 other tags)
Heavy futuristic weapon (3 harm, add 1 range tag and 1 other tag)



Protective wear suited to your look (1 armour)
Signature Weapon  (pick one):
Sawn-off shotgun (3 harm, hand/close, messy, loud, reload)
Hand cannon (3 harm, close, loud)
Fighting knife (2 harm, hand, quiet)
Huge sword or huge axe (3 harm, hand, messy, heavy)
Specialist weapons for destroying your foes (eg. wooden stakes and mallet for vampires, silver dagger for warewolves, etc), 4 harm against the specific creatures it targets, 1 harm otherwise, and other tags by agreement with the Keeper
Enchanted dagger (2 harm, hand, magic)
Chainsaw (3 harm, hand, messy, unreliable, loud, heavy)









Practical Weapons  (pick two):
.38 revolver (2 harm, close, reload, loud)
9mm (2 harm, close, loud)
Hunting rifle (2 harm, far, loud)
Shotgun (3 harm, close, messy, loud)
Big knife (1 harm, hand)
Brass knuckles (1 harm, hand, stealthy)
Assault rifle (3 harm, close, area, loud, reload)
(Optional) Vehicle  (pick one):
Classic car
Classic motorcycle
Plain pickup
Plain van



Unused





























Unused












1
2
3
4
5
6
Other Gear
Improvements
All
Once you have 5 Experience you may choose one of these: (Check off any you've already taken)
Unused
+1 Charm (max +2) (max +3)
+1 Cool (max +2) (max +3)
+1 Sharp (max +2) (max +3)
+1 Tough (max +2) (max +3)
+1 Weird (max +2) (max +3)
Take another SpooktacularConstructedAction Scientist Chosen Flake Initiate MundaneProfessionalSpell-SlingerSpookyWrongedGumshoeHexPararomanticSearcherExileHard CaseHard CaseLuchadorMeddling KidSidekickSnoopSummonedTraveler Custom move, or an additional Rote
Take another ConstructedSpooktacularAction Scientist Chosen Flake Initiate MundaneProfessionalSpell-SlingerSpookyWrongedGumshoeHexPararomanticSearcherExileHard CaseHard CaseLuchadorMeddling KidSidekickSnoopSummonedTraveler Custom move, or an additional Rote
Take a move from another playbook
Take a move from another playbook
Gain a team of action scientists under your command. Gain an ally: one of your old crewGain an ally: Gain an ally: you find one of your old comrades, who has come to join you in the modern dayGain command of a team of monster-huntersGain an ally: another wrestler who has chosen to fight monsters with youGain an ally: someone to join the gang, it may be an animal (most likely a dog or a cat)Gain an ally: another sidekick for your hero, your juniorGain an ally: possibly one of your existing crew members, or the whole crew as an ally teamGain an ally team of monster-hunters (or monstrous hunters) under your commandGain an ally: you make a friend (literally)Gain an ally


Possible Contacts
Academics, Accountants, Artists, Bartenders, Clergy, Conspiracy Theorists, Construction, Courts, Criminals (organised), Criminals (street), Cultists, Engineers, Espionage, Film and TV, Forensic Scientists, Fringe Scientists, Hackers, Journalists, Lawyers, Mechanics, Media, Medical Practioners, Military, Morgue, Occult, Police (local), Police (national), Politicians, Prisons, Private Security, Property Developers, Stage Magicians, Technologists, Transportation
Gain a Haven, like the Expert, with two options Gain a Haven (your office, perhaps), like the Expert, with two optionsGain a Haven, like the Expert, with one option plus a film labGain a haven, like the Expert has, with a Workshop and one other option. Gain a Mystical Library, like the Haven option of the Expert
Add a Haven option
Add a Haven option
Take another Show option
Adjust your needs: mark a second animating force
Add four additional or new contacts for Naked City
Get command of your chapter of the Sect
Get a Sect team under your command
Take a natural attacks pick
Add a new Resource tag or change a Red Tape tag for your Agency
Get command of an Agency team of monster hunters
Take another Combat Magic pick
Change some, or all, of your Dark Side tags
Take another Rote
Take another Rote
Take another Rote
Take a second First Encounter move, based on a recent mystery
Find a cache of objects left for you by your comrades in the past. The Keeper will decide what's in it, but it will be things that they expected you would need in the future
Erase one used Luck point
Erase one used Luck point
Get a position in a Sect, like the Initiate. Describe the Sect and its Traditions (or join a Sect that already exists in your game). Gain the move for when you are in good standing with your Sect
Add an extra harm box on the Dying side
Change playbooks to the same as your hero (overrides the rule that only one of each playbook may be in play)
Advanced Improvements
Unused
+1 to any rating (max +3)
Change playbooks
Create a second hunter to play
Advance 2 basic moves
Advance 2 basic moves
Advance 2 more basic moves
Unused
()
Retire this hunter to safety. Optionally, you may return home to the past
Erase one used Luck point
Erase one used Luck point
Make it big. You're a superstar now!
Get your own traveling show. maybe you take over your old one, maybe you start anew.
Become human, and change to a new type.
Delete a Doom tag, and (optionally) also delete a Heroic tag
Become the leader, or effective leader, of the whole Sect
Free yourself from your kind's curse, it no longer affects you; but you lose 1 Weird
Turn evil (again?). Retire this character, they become one of the Keeper's threats
Get some or all of the other players' hunters hired by your Agency. They get the deal with the agency move, as well as salary and benefits
Take another Combat Magic pick
You may cross off another option from your Tools and Techniques
You discover how to use your powers at a lower price, delete one Dark Side tag
You track down the specific monster(s) responsible for your loss; the Keeper must make the next mystery about them
Change the target of your vengeful rage; replace the monster breed in My Prey with a new one
Turn one of your contacts into an ally
Take another two Rotes
Choose one Advanced Hex Move
Take a second Gift from your Guide or add another property to an existing gift
Change your Guide, as you fall for another supernatural being
Gain a second Guide. Track the Relationship Status of both Guides separately. Both Guides initially hate each other, but this could change through play. All moves that applied to your original Guide can now apply to either one
Erase all marks from the Relationship Status track(s)
Resolve your First Encounter. The Keeper makes the next mystery about this event, and should try to answer all remaining questions about it during the mystery (although there are sure to be new threads to investigate after...)
Add an extra harm box on the Dying side
Your Fire track increases to 13 boxes.
When you use magic, you may choose to 'create a gateway between the modern world and my home' as an effect. You cannot control who uses the gateway or exactly where it opens at the other end
Change your hero; pick another hunter to be your new hero
Turn evil (again?). Retire this character, they become one of the Keeper's threats
Undo one sign of the Apocalypse
Delete the move Servant of Technology. You have learnt to deal with the supernatural, no longer receiving any penalties for it

sheet version 2.1.Monster of the Week is copyright Evil Hat Productions, LLC and Generic Games.